Position location system using multiple position location techniques

ABSTRACT

A position location system includes a first position location sub-system, a second position location sub-system, and processing circuitry. The first position location sub-system determines first position location information regarding a first object using a first position location technique. The second position location sub-system determines second position location information regarding a second object, the second position location sub-system using a second position location technique that differs from the first position location technique. The processing circuitry processes the first position location information to determine a position of the first object within a coordinate system and processes the second position location information to determine a position of the second object within the coordinate system.

This patent application claims priority under 35 USC §119 to aprovisionally filed patent application entitled POSITION AND MOTIONTRACKING OF AN OBJECT, having a provisional filing date of Jun. 22,2007, and a provisional serial number of 60/936,724 (BP6471).

CROSS REFERENCE TO RELATED PATENTS

Not applicable

The following U.S. Utility Applications are related to the presentapplication and are incorporated herein by reference in their entirety:

1. The U.S. Utility application Ser. No. 12/128,797, filed May 29, 2008,entitled LOCAL POSITIONING SYSTEM AND VIDEO GAME APPLICATIONS THEREOF,(BP7144);

2. The U.S. Utility application Ser. No. 12/128,810, filed May 29, 2008,entitled APPARATUS FOR POSITION DETECTION USING MULTIPLE ANTENNAS,(BP7147);

3. The U.S. Utility application Ser. No. 12/128,785, filed May 29, 2008,entitled APPARATUS FOR POSITION DETECTION USING MULTIPLE HCFTRANSMISSIONS, (BP7143);

4. The U.S. Utility application Ser. No. 12/135,332, filed Jun. 9, 2008,entitled POSITION DETECTION AND/OR MOVEMENT TRACKING VIA IMAGE CAPTUREAND PROCESSING, (BP7149);

5. The U.S. Utility application Ser. No. 12/135,341, filed Jun. 9, 2008,entitled DIRECTIONAL MICROPHONES FOR POSITION DETERMINATION, (BP7151);

6. The U.S. Utility application Ser. No. 12/142,032, filed Jun. 19,2008, entitled POSITIONING WITHIN A VIDEO GAMING ENVIRONMENT USING RFSIGNALS, (BP7145); and

7. The U.S. Utility application Ser. No. 12/142,064, filed Jun. 19,2008, entitled RFID BASED POSITIONING SYSTEM, (BP7148).

STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not applicable

INCORPORATION-BY-REFERENCE OF MATERIAL SUBMITTED ON A COMPACT DISC

Not applicable

BACKGROUND OF THE INVENTION

1. Technical Field of the Invention

This invention relates generally to position location systems and moreparticularly to determining position of one or more objects within aposition location system.

2. Description of Related Art

Communication systems are known to support wireless and wire linedcommunications between wireless and/or wire lined communication devices.Such communication systems range from national and/or internationalcellular telephone systems to the Internet to point-to-point in-homewireless networks to radio frequency identification (RFID) systems. Eachtype of communication system is constructed, and hence operates, inaccordance with one or more communication standards. For instance, radiofrequency (RF) wireless communication systems may operate in accordancewith one or more standards including, but not limited to, RFID, IEEE802.11, Bluetooth, advanced mobile phone services (AMPS), digital AMPS,global system for mobile communications (GSM), code division multipleaccess (CDMA), local multi-point distribution systems (LMDS),multi-channel-multi-point distribution systems (MMDS), and/or variationsthereof. As another example, infrared (IR) communication systems mayoperate in accordance with one or more standards including, but notlimited to, IrDA (Infrared Data Association).

Depending on the type of RF wireless communication system, a wirelesscommunication device, such as a cellular telephone, two-way radio,personal digital assistant (PDA), personal computer (PC), laptopcomputer, home entertainment equipment, RFID reader, RFID tag, et ceteracommunicates directly or indirectly with other wireless communicationdevices. For direct communications (also known as point-to-pointcommunications), the participating wireless communication devices tunetheir receivers and transmitters to the same channel or channels (e.g.,one of the plurality of radio frequency (RF) carriers of the wirelesscommunication system) and communicate over that channel(s). For indirectwireless communications, each wireless communication device communicatesdirectly with an associated base station (e.g., for cellular services)and/or an associated access point (e.g., for an in-home or in-buildingwireless network) via an assigned channel. To complete a communicationconnection between the wireless communication devices, the associatedbase stations and/or associated access points communicate with eachother directly, via a system controller, via the public switch telephonenetwork, via the Internet, and/or via some other wide area network.

For each RF wireless communication device to participate in wirelesscommunications, it includes a built-in radio transceiver (i.e., receiverand transmitter) or is coupled to an associated radio transceiver (e.g.,a station for in-home and/or in-building wireless communicationnetworks, RF modem, etc.). As is known, the receiver is coupled to theantenna and includes a low noise amplifier, one or more intermediatefrequency stages, a filtering stage, and a data recovery stage. The lownoise amplifier receives inbound RF signals via the antenna andamplifies then. The one or more intermediate frequency stages mix theamplified RF signals with one or more local oscillations to convert theamplified RF signal into baseband signals or intermediate frequency (IF)signals. The filtering stage filters the baseband signals or the IFsignals to attenuate unwanted out of band signals to produce filteredsignals. The data recovery stage recovers raw data from the filteredsignals in accordance with the particular wireless communicationstandard.

As is also known, the transmitter includes a data modulation stage, oneor more intermediate frequency stages, and a power amplifier. The datamodulation stage converts raw data into baseband signals in accordancewith a particular wireless communication standard. The one or moreintermediate frequency stages mix the baseband signals with one or morelocal oscillations to produce RF signals. The power amplifier amplifiesthe RF signals prior to transmission via an antenna.

In most applications, radio transceivers are implemented in one or moreintegrated circuits (ICs), which are inter-coupled via traces on aprinted circuit board (PCB). The radio transceivers operate withinlicensed or unlicensed frequency spectrums. For example, wireless localarea network (WLAN) transceivers communicate data within the unlicensedIndustrial, Scientific, and Medical (ISM) frequency spectrum of 900 MHz,2.4 GHz, and 5 GHz. While the ISM frequency spectrum is unlicensed thereare restrictions on power, modulation techniques, and antenna gain.

In IR communication systems, an IR device includes a transmitter, alight emitting diode, a receiver, and a silicon photo diode. Inoperation, the transmitter modulates a signal, which drives the LED toemit infrared radiation which is focused by a lens into a narrow beam.The receiver, via the silicon photo diode, receives the narrow beaminfrared radiation and converts it into an electric signal.

IR communications are used in video games to detect the direction inwhich a game controller is pointed. As an example, an IR sensor isplaced near the game display, where the IR sensor detects the IR signaltransmitted by the game controller. If the game controller is too faraway, too close, or angled away from the IR sensor, the IR communicationwill fail.

Further advances in video gaming include three accelerometers in thegame controller to detect motion by way of acceleration. The motion datais transmitted to the game console via a Bluetooth wireless link. TheBluetooth wireless link may also transmit the IR direction data to thegame console and/or convey other data between the game controller andthe game console.

While the above technologies allow video gaming to include motionsensing, it does so with limitations. As mentioned, the IR communicationhas a limited area in which a player can be for the IR communication towork properly. Further, the accelerometer only measures accelerationsuch that true one-to-one detection of motion is not achieved. Thus, thegaming motion is limited to a handful of directions (e.g., horizontal,vertical, and a few diagonal directions).

Therefore, a need exists for improved motion tracking and positioningdetermination for video gaming and other applications.

BRIEF SUMMARY OF THE INVENTION

The present invention is directed to apparatus and methods of operationthat are further described in the following Brief Description of theDrawings, the Detailed Description of the Invention, and the claims.Other features and advantages of the present invention will becomeapparent from the following detailed description of the invention madewith reference to the accompanying drawings.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING(S)

FIG. 1 is a schematic block diagram of an overhead view of an embodimentof a gaming system in accordance with the present invention;

FIG. 2 is a schematic block diagram of a side view of an embodiment of agaming system in accordance with the present invention;

FIG. 3 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention;

FIG. 4 is a schematic block diagram of a side view of another embodimentof a gaming system in accordance with the present invention;

FIG. 5 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention;

FIG. 6 is a schematic block diagram of another embodiment of a gamingsystem in accordance with the present invention;

FIG. 7 is a schematic block diagram of another embodiment of a gamingsystem in accordance with the present invention;

FIGS. 8-10 are diagrams of an embodiment of a coordinate system of agaming system in accordance with the present invention;

FIGS. 11-13 are diagrams of another embodiment of a coordinate system ofa gaming system in accordance with the present invention;

FIG. 14 is a diagram of a method for determining position and/or motiontracking in accordance with the present invention;

FIGS. 15A and 15B are diagrams of other methods for determining positionand/or motion tracking in accordance with the present invention;

FIGS. 16-18 are diagrams of another embodiment of a coordinate system ofa gaming system in accordance with the present invention;

FIGS. 19-21 are diagrams of another embodiment of a coordinate system ofa gaming system in accordance with the present invention;

FIG. 22 is a diagram of another method for determining position and/ormotion tracking in accordance with the present invention;

FIG. 23 is a diagram of another method for determining position and/ormotion tracking in accordance with the present invention;

FIG. 24 is a diagram of another method for determining position and/ormotion tracking in accordance with the present invention;

FIG. 25 is a diagram of another method for determining position and/ormotion tracking in accordance with the present invention;

FIG. 26 is a diagram of another embodiment of a coordinate system of agaming system in accordance with the present invention;

FIG. 27 is a schematic block diagram of an embodiment of a wirelesscommunication system in accordance with the present invention;

FIG. 28 is a schematic block diagram of another embodiment of a wirelesscommunication system in accordance with the present invention;

FIG. 29 is a schematic block diagram of another embodiment of a wirelesscommunication system in accordance with the present invention;

FIG. 30 is a schematic block diagram of an overhead view of anembodiment of determining position and/or motion tracking in accordancewith the present invention;

FIG. 31 is a schematic block diagram of a side view of an embodiment ofdetermining position and/or motion tracking in accordance with thepresent invention;

FIG. 32 is a schematic block diagram of an embodiment of transceiver inaccordance with the present invention;

FIG. 33 is a diagram of another method for determining position and/ormotion tracking in accordance with the present invention;

FIG. 34 is a diagram of another method for determining position and/ormotion tracking in accordance with the present invention;

FIG. 35 is a schematic block diagram of an embodiment of a wirelesscommunication in accordance with the present invention;

FIG. 36 is a diagram of an embodiment of an antenna pattern inaccordance with the present invention;

FIG. 37 is a diagram of another embodiment of an antenna pattern inaccordance with the present invention;

FIG. 38 is a diagram of an example of receiving an RF signal inaccordance with the present invention;

FIG. 39 is a diagram of an example of frequency dependent in-airattenuation in accordance with the present invention;

FIGS. 40 and 41 are diagrams of an example of frequency dependentdistance calculation in accordance with the present invention;

FIG. 42 is a diagram of an example of constructive and destructivesignaling in accordance with the present invention;

FIG. 43 is a diagram of another example of constructive and destructivesignaling in accordance with the present invention;

FIG. 44 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention;

FIG. 45 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention;

FIG. 46 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention;

FIG. 47 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention;

FIG. 48 is a diagram of another method for determining position and/ormotion tracking in accordance with the present invention;

FIG. 49 is a diagram of another method for determining position and/ormotion tracking in accordance with the present invention;

FIG. 50 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention;

FIG. 51 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention;

FIG. 52 is a schematic block diagram of a side view of anotherembodiment of a gaming system in accordance with the present invention;

FIG. 53 is a schematic block diagram of an embodiment of an RFID readerand an RFID tag in accordance with the present invention;

FIG. 54 is a diagram of a method for determining position in accordancewith the present invention;

FIG. 55 is a schematic block diagram of an embodiment of a gaming objectin accordance with the present invention;

FIG. 56 is a schematic block diagram of an embodiment ofthree-dimensional antenna structure in accordance with the presentinvention;

FIG. 57 is a diagram of an example of an antenna radiation pattern inaccordance with the present invention;

FIGS. 58 and 59 are diagrams of an example of frequency dependent motioncalculation in accordance with the present invention;

FIG. 60 is a diagram of a method for determining motion in accordancewith the present invention;

FIG. 61 is a diagram of an example of determining a motion vector inaccordance with the present invention;

FIG. 62 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention;

FIG. 63 is a diagram of an example of audio and near audio frequencybands in accordance with the present invention;

FIG. 64 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention.

FIG. 65 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with the present invention.

FIG. 66 is a schematic block diagram of an overhead view of yet anotherembodiment of a position location system in accordance with the presentinvention.

FIG. 67 is a flow chart illustrating operations of a position locationsystem employing multiple position location techniques.

FIG. 68 is a flow chart illustrating usage of multiple position locationtechniques for locating an object.

FIG. 69 is a flow chart illustrating usage of multiple position locationtechniques for determining position and motion of an object.

FIG. 70 is a flow chart illustrating operation for using multipleposition location techniques to determine position and orientation of anobject.

FIG. 71 is a flow chart illustrating operation for using multipleposition location techniques to determine positions of multiple objects.

FIG. 72 is a flow chart illustrating operation for using multipleposition location techniques to determine position and motion ofmultiple objects.

FIG. 73 is a flow chart illustrating operation for using multipleposition location techniques to determine position and motion ofmultiple objects.

DETAILED DESCRIPTION OF THE INVENTION

FIG. 1 is a schematic block diagram of an overhead view of an embodimentof a video gaming system 10 that includes a game console device 12 and agaming object 14 associated with a player 16. The video gaming system 10is within a gaming environment 22, which may be a room, portion of aroom, and/or any other space where the gaming object 14 and the gameconsole device 12 can be proximally co-located (e.g., airport terminal,on a bus, on an airplane, etc.).

In operation, the game console device 12 (embodiments of which will bedescribed in greater detail with reference to FIGS. 2-7, 14-25, and27-XX) determines the gaming environment 22. This may be done bysweeping the area with one or more signals within one or more frequencybands. For example, the one or more signals may be in the ultrasoundfrequency band of 20 KHz to 200 MHz, the radio frequency band of 30 HZto 3 GHz, the microwave frequency band of 3 GHz to 300 GHz, the infrared(IR) frequency band of 300 GHz to 428 THz, the visible light frequencyband of 428 THz to 750 THz (n×10¹²), the ultraviolet radiation frequencyband of 750 THz to 30 PHz (n×10¹⁵), and/or the X-Ray frequency band of30 PHz to 30 EHz (n×10¹⁸).

The determination of the gaming environment 22 continues with the gamingconsole device 12 measuring at least one of: reflection of the one ormore signals, absorption of the one or more signals, refraction of theone or more signals, pass through of the one or more signals, angle ofincident of the one or more signals, backscattering of the one or moresignals, and magnetization induced by the one or more signals to producemeasured signal effects. The game console device 12 then identifiesdifferent objects based on the measured signal effects (e.g., inanimateobjects have different reflective, absorption, pass through, and/orrefractive properties of the one or more signals than animate beings).

The game console device 12 then determines distance of the differentobjects with respect to itself. From this data, the game console device12 generates a three-dimensional topographic map of the area in whichthe video gaming system 10 resides to produce the gaming environment 22.In this example, the gaming environment 22 includes the player 16, thegaming object 14, a couch, a chair, a desk, the four encircling walls,the floor, and the ceiling.

Having determined the gaming environment, the game console device 12maps the gaming environment 22 to a coordinate system (e.g., athree-dimensional Cartesian coordinate system [x, y, x], a sphericalcoordinate system [ρ, φ, θ], etc.). The game console device 12 thendetermines the position 18 of the player 16 and/or the gaming object 14within the gaming environment in accordance with the coordinate system.

Once the gaming object's position is determined, the game console device12 tracks the motion 20 of the player 16 and/or the gaming object 14.For example, the game console device 12 may determine the position 18 ofthe gaming object 14 and/or the player 16 within a positioning tolerance(e.g., within a meter) at a positioning update rate (e.g., once everysecond or once every few seconds) and tracks the motion 20 within amotion tracking tolerance (e.g., within a few millimeters) at a motiontracking update rate (e.g., once every 10-100 milliseconds).

During play of a video game, the game console device 12 receives agaming object response regarding a video game function from the gamingobject 14. The gaming object 14 may be a wireless game controller and/orany object used or worn by the player to facilitate play of a videogame. For example, the gaming object 14 may be a simulated sword, asimulated gun, a helmet, a vest, a hat, shoes, socks, pants, shorts,gloves, etc.

The game console device 12 integrates the gaming object response and themotion 20 of the player and/or the gaming object 14 with the video gamefunction. For example, if the video game function corresponds to a videotennis lesson (e.g., a ball machine feeding balls), the game consoledevice 12 tracks the motion of the player 16 and the associated gamingobject 14 (e.g., a simulated tennis racket) and maps the motion 20 withthe feeding balls to emulate a real tennis lesson. The motion 20, whichincludes direction and velocity, enables the game console device 12 todetermine how the tennis ball is being struck. Based on how it is beingstruck, the game console device 12 determines the ball's path andprovides a video representation thereof.

FIG. 2 is a schematic block diagram of a side view of an embodiment of agaming system 10 of FIG. 1 to illustrate that the position 18 and motiontracking 20 are done in three-dimensional space. Since the game consoledevice 12 does three-dimensional positioning 18 and motion tracking 20,the distance and/or angle of the gaming object 14 and/or player 16 tothe game console device 12 is a negligible factor. As such, the gamingsystem 10 provides accurate motion tracking of the gaming object 14and/or player 16, which may be used to map the player's movements to agraphics image for true interactive video game play.

FIG. 3 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system 10 that includes the game console device12, the gaming objects 14-15, and one or more peripheral sensors 36-40.The game console device 12 includes a video display interface 34 (e.g.,a video display driver, a video graphics accelerator, a video graphicsengine, a video graphics array (VGA) card, etc.), a transceiver 32(which may include a peripheral sensor), and a processing module 30. Theprocessing module 30 may be a single processing device or a plurality ofprocessing devices. Such a processing device may be a microprocessor,micro-controller, digital signal processor, microcomputer, centralprocessing unit, field programmable gate array, programmable logicdevice, state machine, logic circuitry, analog circuitry, digitalcircuitry, and/or any device that manipulates signals (analog and/ordigital) based on hard coding of the circuitry and/or operationalinstructions. The processing module 30 may have an associated memoryand/or memory element (not shown), which may be a single memory device,a plurality of memory devices, and/or embedded circuitry of theprocessing module. Such a memory device may be a read-only memory,random access memory, volatile memory, non-volatile memory, staticmemory, dynamic memory, flash memory, cache memory, and/or any devicethat stores digital information. Note that when the processing module 30implements one or more of its functions via a state machine, analogcircuitry, digital circuitry, and/or logic circuitry, the memory and/ormemory element storing the corresponding operational instructions may beembedded within, or external to, the circuitry comprising the statemachine, analog circuitry, digital circuitry, and/or logic circuitry.Further note that, the memory element stores, and the processing moduleexecutes, hard coded and/or operational instructions corresponding to atleast some of the steps and/or functions illustrated in FIGS. 1-64.

In operation, the transceiver 32 generates the one or more signalswithin one or more frequency bands for sweeping the area to facilitatethe determination of the gaming environment. In addition, thetransceiver 32 generates signals during video game play to facilitatethe determination of the gaming objects' and/or the player's position 18and generates signals to facilitate the determination of the gamingobject's and/or the player's motion 20. For example, the transceiver 32may utilize a first technique, which provides a first tolerance, (e.g.,accuracy within a meter as may be obtained by a 2.4 GHz or 5 GHzlocalized positioning system as will be discussed with reference toFIGS. 6, 7, 27-29) to determine the position 18 of the player 16 and/orthe gaming objects 14-15 and a second technique, which provides a secondtolerance (e.g., accuracy within a few millimeters as may be obtained bya 60 GHz localized positioning system as will be discussed withreference to FIGS. 6, 7, 27-29 or a 60 GHz millimeter wave (MMW) radarsystem as will be discussed with reference to FIGS. 30-34).

The transceiver 32 receives responses (e.g., reflection of the one ormore signals, absorption of the one or more signals, refraction of theone or more signals, pass through of the one or more signals, angle ofincident of the one or more signals, backscattering of the one or moresignals, a response to the one or more signals, and magnetizationinduced by the one or more signals to produce measured signal effects),converts the responses to one or more digital signals, and provides theone or more digital signals to the processing module 30.

In an embodiment, the transceiver 32 may be an ultrasound transceiverthat transmits one or more ultrasound signals within an ultrasoundfrequency band. The ultrasound transcevier receives at least one inboundultrasound signal (e.g., reflection, refraction, echo, etc.) thatfacilitates the measuring of the at least one of: the reflection of theone or more signals, the absorption of the one or more signals,refraction of the one or more signals, the pass through of the one ormore signals, the angle of incident of the one or more signals, thebackscattering of the one or more signals, and the magnetization inducedby the one or more signals to produce measured signal effects.

In an embodiment, the transceiver 32 may be a radio frequency (RF)transceiver that transmits one or more signals within a radio frequencyband. The RF transceiver receives at least one inbound RF signal (e.g.,reflection, refraction, response, backscatter, etc.) that facilitatesthe measuring of the at least one of: the reflection of the one or moresignals, the absorption of the one or more signals, refraction of theone or more signals, the pass through of the one or more signals, theangle of incident of the one or more signals, the backscattering of theone or more signals, and the magnetization induced by the one or moresignals to produce measured signal effects.

In an embodiment, the transceiver 32 is a microwave transceiver thattransmits the one or more signals within a microwave frequency band. Themicrowave transceiver receives at least one inbound microwave signal(e.g., reflection, refraction, response, backscatter, etc.) thatfacilitates the measuring of the at least one of: the reflection of theone or more signals, the absorption of the one or more signals,refraction of the one or more signals, the pass through of the one ormore signals, the angle of incident of the one or more signals, thebackscattering of the one or more signals, and the magnetization inducedby the one or more signals to produce measured signal effects.

In an embodiment, the transceiver 32 is an infrared transceiver thattransmits the one or more signals within an infrared frequency band. Theinfrared transceiver receives at least one inbound infrared signal(e.g., reflection, refraction, angle of incidence, response,backscatter, etc.) that facilitates the measuring of the at least oneof: the reflection of the one or more signals, the absorption of the oneor more signals, refraction of the one or more signals, the pass throughof the one or more signals, the angle of incident of the one or moresignals, the backscattering of the one or more signals, and themagnetization induced by the one or more signals to produce measuredsignal effects.

In an embodiment, the transceiver 32 is a laser transceiver thattransmits the one or more signals within a visible light frequency band.The laser transceiver, which may use fiber optics, receives at least oneinbound visible light signal (e.g., reflection, refraction, response,backscatter, etc.) that facilitates the measuring of the at least oneof: the reflection of the one or more signals, the absorption of the oneor more signals, refraction of the one or more signals, the pass throughof the one or more signals, the angle of incident of the one or moresignals, the backscattering of the one or more signals, and themagnetization induced by the one or more signals to produce measuredsignal effects.

In an embodiment, the transceiver 32 is a digital camera that utilizesambient light as the one or more signals within the visible lightfrequency band. The digital camera receives the at least one inboundvisible light signal (e.g., reflection and/or refraction of light offthe gaming environment, the player, and the gaming object) thatfacilitates the measuring of the at least one of: the reflection of theone or more signals, the absorption of the one or more signals,refraction of the one or more signals, the pass through of the one ormore signals, the angle of incident of the one or more signals, thebackscattering of the one or more signals, and the magnetization inducedby the one or more signals to produce measured signal effects.

In an embodiment, the transceiver 32 is an ultraviolet transceiver thattransmits the one or more signals within an ultraviolet radiationfrequency band. The ultraviolet transceiver receives at least oneinbound ultraviolet radiation signal (e.g., reflection, absorption,and/or refraction of UV light off the gaming environment, the player,and the gaming object) that facilitates the measuring of the at leastone of: the reflection of the one or more signals, the absorption of theone or more signals, refraction of the one or more signals, the passthrough of the one or more signals, the angle of incident of the one ormore signals, the backscattering of the one or more signals, and themagnetization induced by the one or more signals to produce measuredsignal effects.

In an embodiment, the transceiver 32 is an X-ray transceiver thattransmits the one or more signals within an X-ray frequency band. TheX-ray transceiver receives at least one inbound X-ray signal (e.g.,reflection, absorption, and/or refraction of UV light off the playerand/or the gaming object) that facilitates the measuring of the at leastone of: the reflection of the one or more signals, the absorption of theone or more signals, refraction of the one or more signals, the passthrough of the one or more signals, the angle of incident of the one ormore signals, the backscattering of the one or more signals, and themagnetization induced by the one or more signals to produce measuredsignal effects.

In an embodiment, the transceiver 32 is a magnetic source that transmitsthe one or more signals as one or more magnetic signals. The magneticsource receives at least one inbound magnetic field that facilitates themeasuring of the at least one of: the reflection of the one or moresignals, the absorption of the one or more signals, refraction of theone or more signals, the pass through of the one or more signals, theangle of incident of the one or more signals, the backscattering of theone or more signals, and the magnetization induced by the one or moresignals to produce measured signal effects. For instance, the magneticsource may include three coils to generate magnetic gradients in the x,y and z directions of the magnetic source. The coils may be powered byamplifiers that enable rapid and precise adjustments of the coil's fieldstrength and direction.

In an embodiment, the transcevier 32 may include one or more of theultrasound transceiver, the RF transceiver, the microwave transceiver,the infrared transceiver, the laser transceiver, the digital camera, theultraviolet transceiver, the X-ray transceiver, and the magnetic sourcetransceiver.

The processing module 30 receives the one or more digital signals fromthe transceiver 32 and processes them to determine the gamingenvironment 22, the position 18 of the player 16 and/or the gamingobjects 14-15, and the motion 20 of the player 16 and/or the gamingobject 14. Such processing includes one or more of determiningreflection of the one or more signals, determining the absorption of theone or more signals, determining refraction of the one or more signals,determining the pass through of the one or more signals, determining theangle of incident of the one or more signals, interpreting thebackscattering of the one or more signals, interpreting a signalresponse, and determining the magnetization induced by the one or moresignals. The process further includes identifying objects, players, andgaming objects based on the preceding determinations and/orinterpretations.

The one or more peripheral sensors 36-40, which may be a ultrasoundtransceiver, the RF transceiver, the microwave transceiver, the infraredtransceiver, the laser transceiver, the digital camera, the ultraviolettransceiver, the X-ray transceiver, the magnetic source transceiver, anaccess point, a local positioning system transmitter, a localpositioning system receiver, etc., transmits one or more signals andreceives responses thereto that facilitate the determination of theplayer's and/or gaming object's position 18 and/or motion 20. Theperipheral sensors 36-40 may be enabled at the same time using differentfrequencies, different time slots, time-space encoding,frequency-spacing encoding, or may enabled at different times in a roundrobin, poling, or token passing manner.

In the example of FIG. 3, the player 16 is using two or more videogaming objects 14-15 to play the video game. In this instance, the gameconsole device 12, alone or with data provided by one or more of theperipheral sensors 36-40, determines position of the player 16, a firstassociated gaming object 14, and a second associated gaming object 15within the gaming environment 22 in accordance with the coordinatesystem. The game console device 12 tracks the motion of the player 16,the motion of the first associated gaming object 14, and the motion ofthe second associated gaming object 15.

The game console device 12 receives a first gaming object responseregarding the video game function from the first associated gamingobject 14 and a second gaming object response regarding the video gamefunction from the second associated gaming object 15. The game consoledevice 12 integrates the first gaming object response, the second gamingobject response, the motion of the first player, the motion of thesecond player, the motion of the first associated gaming object, and themotion of the second associated gaming object with the video gamefunction.

While the preceding discussion has focused on a video game system, theconcepts of position and motion tracking are applicable for a widevariety of applications. For example, the position and motion trackingapparatus may be used for home security, baby monitoring, storesecurity, shop-lifting detection, concealed weapon detection, etc. Suchan apparatus includes a transceiver section and a processing module. Thetransceiver section transmits one or more signals within one or morefrequency bands in a given area. The one or more signals may be in theultrasound frequency band of 20 KHz to 200 MHz, the radio frequency bandof 30 HZ to 3 GHz, the microwave frequency band of 3 GHz to 300 GHz, theinfrared (IR) frequency band of 300 GHz to 428 THz, the visible lightfrequency band of 428 THz to 750 THz (n×10¹²), the ultraviolet radiationfrequency band of 750 THz to 30 PHz (n×10¹⁵), and/or the X-Ray frequencyband of 30 PHz to 30 EHz (n×10¹⁸).

The transceiver section determines a response to the one or more signals(e.g., an inbound ultrasound signal, an inbound RF signal, an inboundmicrowave signal, an inbound IR signal, an inbound visible light signal,an inbound ultraviolet light signal, an inbound X-ray signal, and/or aninbound magnetic field). The transceiver section converts the responseinto a digital response signal.

The processing module processes the digital response signal to determinea measure of at least one of: reflection of the one or more signals,absorption of the one or more signals, refraction of the one or moresignals, pass through of the one or more signals, angle of incident ofthe one or more signals, backscattering of the one or more signals, andmagnetization induced by the one or more signals to produce measuredsignal effects. The apparatus then identifies different objects based onthe measured signal effects (e.g., inanimate objects have differentreflective, absorption, pass through, and/or refractive properties ofthe one or more signals than animate beings).

The processing module then determines distance of the different objectswith respect to itself. From this data, the apparatus generates athree-dimensional topographic map of the area to produce a digitalrepresentation of the environment. The apparatus then maps theenvironment to a coordinate system (e.g., a three-dimensional Cartesiancoordinate system [x, y, x], a spherical coordinate system [ρ, φ, θ],etc.) and determines the position of an object or person within theenvironment in accordance with the coordinate system.

Once the position is determined, the processing module tracks the motionof the object or person. For motion tracking, the transceiver sectionreceives responses that provide millimeter accuracy of the object and orperson (e.g., 60 GHz signals, light, etc.) and converts the responses todigital signals. The processing module processes the digital signalswith respect to the environment and the object or person to trackmotion.

FIG. 4 is a schematic block diagram of a side view of another embodimentof a gaming system 10 that includes one or more gaming objects 14-15,the player 16, the game console device 12, and one or more sensing tags44 proximal to the player 16 and/or to the gaming object 14-15. The oneor more sensing tags 44 may be a metal patch, an RFID tag, a lightreflective material, a light absorbent material, a specific RGB [red,green, blue] color, a 60 GHz transceiver, and/or any other component,material, and/or texture that assists the game console device 12 indetermining the position and/or motion of the player 16 and/or thegaming object 14-15. For example, the metal patch will reflect RF and/ormicrowave signals at various angles depending on the position of themetal patch with respect to the game console device 12. The game consoledevice 12 utilizes the various angles to determine the position and/ormotion of the player 16 and/or the gaming object 14-15.

As another example, the gaming objects 14-15 may include a gamecontroller that is held by the player and may further include a helmet,a shirt, pants, gloves, and/or socks, which are worn by the player. Eachof the gaming objects 14-15 includes one or more sensing tags 44, whichfacilitate the determining of the position 18 and/or motion 20. Anexample of a gaming system 10 using RFID tags will be discussed withreference to FIGS. 51-54.

FIG. 5 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system 10 that includes a game console device 12,a plurality of players 16, 50 and a plurality of gaming objects 14, 52.In this system, the game console device 12 determines the position 18 ofthe first player 16 and/or the associated gaming object 14 within thegaming environment 22 in accordance with the coordinate system. The gameconsole device 12 also determines the position 54 of the second player50 and/or the associated gaming object 52 within the gaming environmentin accordance with the coordinate system.

The game console device 12 separately tracks the motion 20 of the firstplayer 16, the motion 20 of the first associated gaming object 14, themotion 56 of the second player 50, and the motion 56 of the secondassociated gaming object 52. While tracking the motion of the playersand/or gaming objects, the game console may receive a gaming objectresponse regarding the video game function from the first and/or thesecond associated gaming object 14, 52.

The game console device 12 integrates the first and/or second gamingobject response, the motion of the first player, the motion of thesecond player, the motion of the first associated gaming object, and themotion of the second associated gaming object with the video gamefunction. While the present example shows two players and associatedgaming objects, more than two players and associated gaming objectscould be in the gaming environment. In this instance, the game consoledevice 12 separately determines the position and the motion of theplayers and the associated gaming objects as previously discussed andintegrates their play in the video gaming graphics being displayed.

FIG. 6 is a schematic block diagram of another embodiment of a gamingsystem 10 that includes a game console device 12, a plurality oflocalized position system (LPS) transmitters 60-64, at least one gamingobject 14, and an LPS receiver 66 associated with the gaming object 14.The LPS receiver 66 and the gaming object 14 may be separate devices oran integrated device. For example, the LPS receiver 66 may be a packagedprinted circuit board (PCB) that includes an integrated circuit (IC) LPSreceiver and the gaming object 14 is a game controller, where thepackaged PCB is attachable to the game controller. As another example,the gaming object 14 and the LPS receiver 66 may be integrated in adevice, such as a cell phone, a game controller, a personal digitalassistant, a handheld computing unit, etc.

Each LPS transmitter 60-64 includes an accurate clock (e.g., an atomicclock) or is coupled to an accurate clock source (e.g., has a globalpositioning system (GPS) receiver) to provide an accurate time standardavailable for synchronization at any point in the physical area. EachLPS transmitter 60-64 transmits a spread spectrum signal containing aBPSK (Bi-Phase Switched keyed) signal in which 1's & 0's are representedby reversal of the phase of the carrier. This message is transmitted ata specific frequency at a “chipping rate” of x bits per second (e.g., 50bits per millisecond). The message may repeat every 30 milliseconds (ormore frequently) and may be referred as a local C/A signal (CoarseAcquisition signal). This message contains information regarding theentire LPS and information regarding the LPS transmitter sending thelocal C/A signal.

The LPS receiver 66 utilizes the local C/A signals to determine itsposition within a given coordinate system (See FIGS. 8-14, 16-21). Inparticular, the LPS receiver 66 determines a time delay for at leastsome of the plurality of local C/A signals in accordance with the atleast one clock signal. The LPS receiver 66 calculates distance (e.g.,d1, d2, and d3) to the LPS transmitters 60-64 based on the time delaysfor at least some of the plurality of C/A signals. In other words, foreach LPS RF signal received, which is received from different LPStransmitters 60-64, the LPS receiver 66 calculates a time delay withrespect to the corresponding LPS transmitter. For instance, the LPSreceiver 66 identifies each LPS transmitter's 60-64 signals by theirdistinct C/A code pattern, and then measures the time delay for each LPStransmitter. To do this, the receiver 66 produces an identical C/Asequence using the same seed number as the LPS transmitter. By lining upthe two sequences, the receiver can measure the delay and calculate thedistance to the LPS transmitter 60-64.

The LPS receiver 66 then calculates the position of the correspondingplurality of LPS transmitters based on the local C/A signals. Forexample, the LPS receiver 66 uses the position data of the local C/Asignals to calculate the LPS transmitter's position. The LPS receiverthen determines its location based on the distance of the correspondingplurality of LPS transmitters and the position of the correspondingplurality of LPS transmitters 60-64. For instance, by knowing theposition and the distance of an LPS transmitter, the LPS receiver candetermine it's location to be somewhere on the surface of an imaginarysphere centered on that LPS transmitter and whose radius is the distanceto it. When four LPS transmitters 60-64 are measured simultaneously, theintersection of the four imaginary spheres reveals the location of thereceiver. Often, these spheres will overlap slightly instead of meetingat one point, so the receiver will yield a mathematically most-probableposition (and often indicate the uncertainty).

The LPS receiver 66, via the gaming object 14, transmits its positionwithin the coordinate system to the game console device 12.Alternatively, the LPS receiver 66, via the gaming object 14, mayprovide the LPS transmitter distances (e.g., d1, d2, and d3) to the gameconsole device 12 such that the game console device 12 can determine theposition of the gaming object within the gaming environment. Dependingon the frequency of transmitting the C/A signals, the accuracy of theclocks, and carrier frequency of the signals, the accuracy of the gamingobject's position may be within a few millimeters to about a meter. Ifthe accuracy is the former, then this arrangement may also be used totrack the motion of the player and/or gaming object. If the accuracy isthe latter, then this arrangement may be used to determine the player'sand/or gaming object's position and another scheme would be used totrack their motion.

FIG. 7 is a schematic block diagram of another embodiment of a gamingsystem 10 that includes a game console device 12, at least one gamingobject 14, a player 16, a local positioning system (LPS) transmitter 74,and a plurality of LPS receivers 68-72. The LPS transmitter 74 and thegaming object 14 may be separate devices or an integrated device. Forexample, the LPS transmitter 74 may be a packaged printed circuit board(PCB) that includes an integrated circuit (IC) LPS transmitter and thegaming object 14 is a game controller, where the packaged PCB isattachable to the game controller. As another example, the gaming object14 and the LPS transmitter 74 may be integrated in a device, such as acell phone, a game controller, a personal digital assistant, a handheldcomputing unit, etc.

The LPS transmitter 74 includes an accurate clock and transmits a narrowpulse (e.g., pulse width less than 1 nano second) at a desired rate(e.g., once every milli second to once every few seconds). The narrowpulse signal includes a time stamp of when it is transmitted.

The LPS receivers 68-72 receive the narrow pulse signal and determinetheir respective distances (e.g., d1, d2, and d3) to the LPS transmitter74. In particular, an LPS receiver 68-72 determines the distance to theLPS transmitter 74 based on the time stamp and the time at which the LPSreceiver received the signal. Since the narrow pulse travels at thespeed of light, the distance can be readily determined.

The plurality of distances between the LPS receivers 68-72 and the LPStransmitter 74 are then processed (e.g., by the game console device 12or by a master LOS receiver) to determine the position of the LPStransmitter 74 within the local physical area in accordance with theknown positioning of the LPS receivers 68-72. For instance, with theknown position of an LPS receiver and its distance to the LPStransmitter 74, the LPS receiver (the game console device or a masterLPS receiver) can determine the LPS transmitter's location to besomewhere on the surface of an imaginary sphere centered on the LPSreceiver and whose radius is the distance to it. When the distance tofour LPS receivers is known, the intersection of the four imaginaryspheres reveals the location of the LPS transmitter 74.

The processing of the LPS receiver to transmitter distances may beperformed by a master LPS receiver, by the game console device 12, by amotion tracking processing module, and/or by an LPS computer coupled tothe plurality of LPS receivers. The motion tracking processing modulemay be a single processing device or a plurality of processing devices.Such a processing device may be a microprocessor, micro-controller,digital signal processor, microcomputer, central processing unit, fieldprogrammable gate array, programmable logic device, state machine, logiccircuitry, analog circuitry, digital circuitry, and/or any device thatmanipulates signals (analog and/or digital) based on hard coding of thecircuitry and/or operational instructions. The processing module mayhave an associated memory and/or memory element, which may be a singlememory device, a plurality of memory devices, and/or embedded circuitryof the processing module. Such a memory device may be a read-onlymemory, random access memory, volatile memory, non-volatile memory,static memory, dynamic memory, flash memory, cache memory, and/or anydevice that stores digital information. Note that when the processingmodule implements one or more of its functions via a state machine,analog circuitry, digital circuitry, and/or logic circuitry, the memoryand/or memory element storing the corresponding operational instructionsmay be embedded within, or external to, the circuitry comprising thestate machine, analog circuitry, digital circuitry, and/or logiccircuitry. Further note that, the memory element stores, and theprocessing module executes, hard coded and/or operational instructionscorresponding to at least some of the steps and/or functions illustratedin FIGS. 1-64.

Depending on the frequency of transmitting the pulse signals, theaccuracy of the clocks, and carrier frequency of the signals, theaccuracy of the gaming object's position may be within a few millimetersto about a meter. If the accuracy is the former, then this arrangementmay also be used to track the motion of the player and/or gaming object.If the accuracy is the latter, then this arrangement may be used todetermine the player's and/or gaming object's position and anotherscheme would be used to track their motion.

With respect to FIGS. 6 and 7, an LPS system may include both aplurality of LPS transmitters as in FIG. 6 and a plurality of LPSreceivers as in FIG. 7, where the LPS device on the person includes boththe LPS receiver of FIG. 6 and the LPS transmitter of FIG. 7. Note theLPS transmitters of the FIG. 6 and the LPS transmitters of FIG. 7 may bestand-alone devices positioned through a localized physical area (e.g.,a home, an office, a building, etc.) or may be included within a devicethat positioned through the localized physical area. For example, theLPS transmitters of FIG. 6 and the LPS receivers of FIG. 7 may beincluded in access points of a WLAN, may be included in smoke detectors,motion detectors of a security system, speakers of an intercom system,light fixtures, light bulbs, electronic equipment (e.g., computers, TVs,radios, clocks, etc.), and/or any device or object found or used in alocalized physical area.

FIGS. 8-10 are diagrams of an embodiment of a three-dimensionalCartesian coordinate system of a localized physical area that may beused for a gaming system 10. In these figures an x-y-z origin isselected to be somewhere in the localized physical area and the positionand motion of the player 16 and/or the gaming object 14 is determinedwith respect to the origin (e.g., 0, 0, 0). For example, a point (e.g.,x1, y1, z1) on the player is used to identify its position in the gamingenvironment and a point (e.g., x2, y2, z2) on the gaming object 14 isused to identify its position in the gaming environment. As the playerand/or gaming object move, its new position is identified within thegaming environment and the relation between the old point and the newpoint is used to determine three-dimensional motion.

FIGS. 11-13 are diagrams of an embodiment of a spherical coordinatesystem of a localized physical area that may be used for a gaming system10. In these figures an origin is selected to be somewhere in thelocalized physical area and the position and motion of the player 16and/or the gaming object 14 is determined with respect to the origin.For example, the position of the player may be represented as vector, orspherical coordinates, (ρ, φ, θ), where ρ≧0 and is the distance from theorigin to a given point P; 0≦φ≦180° and is the angle between thepositive z-axis and the line formed between the origin and P; and0≦θ≦360° and is the angle between the positive x-axis and the line fromthe origin to P projected onto the xy-plane. In general, φ is referredto as the zenith, colatitude or polar angle, θ is referred to as theazimuth. φ and θ lose significance when ρ=0 and θ loses significancewhen sin(φ)=0 (at φ=0 and φ=180°). A point is plotted from its sphericalcoordinates, by going ρ units from the origin along the positive z-axis,rotate φ about the y-axis in the direction of the positive x-axis androtate θ about the z-axis in the direction of the positive y-axis.

For example, a point (e.g., ρ1, φ1, θ1) on the player is used toidentify its position in the gaming environment and a point (e.g., ρ2,φ2, θ2) on the gaming object 14 is used to identify its position in thegaming environment. As the player and/or gaming object move, its newposition is identified within the gaming environment and the relationbetween the old point and the new point is used to determinethree-dimensional motion. While FIGS. 8-13 illustrate two types ofcoordinate system, any three-dimensional coordinate system may be usedfor tracking motion and/or establishing position within a gaming system.

FIG. 14 is a diagram of a method for determining position and/or motiontracking that begins at step 80 where the game console device determinesthe gaming environment 22 (e.g., determining the properties of thelocalized physical area such as height, width, depth, objects in thephysical area, etc.). The method then continues at step 82 where thegame console device maps the gaming environment to a coordinate system(e.g., Cartesian coordinate system of FIGS. 8-10 or spherical system ofFIGS. 11-13). The method continues at step 84 where the game consoledevice determines position of the player and/or the gaming object withinthe gaming environment in accordance with the coordinate system.

The method continues at step 86 where the game console device tracks themotion of the player and/or the gaming object. In a system that includestwo or more players, the game console device separately determines theplayers' position and separately tracks their motion. In a system wherea player has two or more gaming objects, the game console deviceseparately determines the gaming objects' position and separately trackstheir motion. In a system that includes multiple players and at leastone player has multiple gaming objects, the game console deviceseparately determines the players' position, separately tracks theirmotion, separately determines the gaming objects' position andseparately tracks the gaming objects' motion. With respect to motiontracking, an object moving at 200 miles per hour (mph) moves 0.1millimeters per millisecond; thus determining a new position every 10milliseconds (mS) provides about 1 millimeter accuracy for objectsmoving at 200 mph. As such, the game console device may determine thenew position of the player and/or gaming object every 10 mS and use theold and new positions to determine the motion of the player and/orgaming object.

The method continues at step 88 where the game console device receives agaming object response regarding a video game function from a gamingobject. The method continues at step 90 where the game console deviceintegrates the gaming object response and the motion of the at least oneof the player and the gaming object with the video game function. If thesystem includes multiple players and/or multiple gaming objects, thegame console device 12 integrates their motion into the video gamegraphics being displayed. If the game console device receives multiplegaming object responses, the game console device integrates them intothe video game graphics being displayed.

FIG. 15A is a diagram of another method for determining position and/ormotion tracking that begins at step 100 where an origin of a Cartesiancoordinate system (e.g., the coordinate system of FIGS. 8-10) isdetermined. The origin may be any other point within the localizedphysical area of the gaming environment (e.g., a point on the gameconsole device). The method continues in one or more branches. At step106, the initial coordinates of the player are determined using one ormore of a plurality of position determining techniques as describedherein. This branch continues at step 108 by updating the player'sposition to track the player's motion using one or more of a pluralityof motion tracking techniques as described herein.

The other branch begins at step 102 where the coordinates of the gamingobject's initial position are determined using one or more of aplurality of position determining techniques as described herein. Thisbranch continues at step 104 by updating the gaming object's position totrack the gaming object's motion using one or more of a plurality ofmotion tracking techniques as described herein. Note that the rate oftracking the motion of the player and/or gaming object may be done at arate based on the video gaming being played and the expected speed ofmotion. Further note that a tracking rate of 1 millisecond provides 0.1mm accuracy in motion tracking.

FIG. 15B is a diagram of another method for determining position and/ormotion tracking that begins at step 110 by determining a reference pointwithin a coordinate system (e.g., the vector coordinate system of FIGS.11-13). The reference point may be the origin or any other point withinthe localized physical area. The method continues in one or morebranches. At step 116, a vector with respect to the reference point isdetermined to indicate the player's initial position, which may be doneby using one or more of a plurality of position determining techniquesas described herein. This branch continues at step 118 by updating theplayer's position to track the player's motion using one or more of aplurality of motion tracking techniques as described herein.

The other branch begins at step 112 by determining a vector with respectto the reference point for the gaming object to establish its initialposition, which may be done by using one or more of a plurality ofposition determining techniques as described herein. This branchcontinues at step 114 by updating the gaming object's position to trackthe gaming object's motion using one or more of a plurality of motiontracking techniques as described herein. Note that the rate of trackingthe motion of the player and/or gaming object may be done at a ratebased on the video gaming being played and the expected speed of motion.Further note that a tracking rate of 1 millisecond provides 0.1 mmaccuracy in motion tracking.

FIGS. 16-18 are diagrams of another embodiment of a coordinate system ofa localized physical area that may be used for a gaming system 10. Inthese figures an xyz origin is selected to be somewhere in the localizedphysical area and the initial position of a point being tracked on theplayer and/or gaming object is determined based on its Cartesiancoordinates with respect to the origin. As a point moves from oneposition (e.g., x0, y0, z0) to a new position (e.g., x1, y1, z1), themovement is tracked based on the two positions (e.g., Δx=x0−x1,Δy=y0−y1, Δz=z0−z1). Note that the player and the gaming object may eachhave several points that are tracked and used to determine position andmotion.

The positioning and motion tracking of the player (i.e., one or morepoints on the player) and/or gaming object (i.e., one or more points onthe gaming object) may be done with respect to the origin or withrespect to each other. For instance, the gaming object's position andmotion may be determined with reference to the origin and the positionand motion of the player may be determined with reference to theposition and motion of the gaming object. Alternatively, the player'sposition and motion may be determined with reference to the origin andthe position motion of the gaming object may be determined withreference to the player's potion and motion.

FIGS. 19-21 are diagrams of an embodiment of a spherical coordinatesystem of a localized physical area that may be used for a gaming system10. In these figures an origin, or reference point, is selected to besomewhere in the localized physical area and the initial position of apoint being tracked on the player and/or gaming object is determinedbased on its spherical coordinates with respect to the origin. As apoint moves from one position (e.g., ρ0, φ0, θ0) to a new position(e.g., ρ1, φ1, θ1), the movement is tracked based on the two positions(e.g., ΔV=V0−V1 or Δρ=ρ0−ρ1, Δφ=φ0−φ1, Δθ=θ0−θ1). Note that the playerand the gaming object may each have several points that are tracked andused to determine position and motion.

The positioning and motion tracking of the player (i.e., one or morepoints on the player) and/or gaming object (i.e., one or more points onthe gaming object) may be done with respect to the origin of thespherical coordinate system or with respect to each other. For instance,the gaming object's position and motion may be determined with referenceto the origin and the position and motion of the player may bedetermined with reference to the position and motion of the gamingobject. Alternatively, the player's position and motion may bedetermined with reference to the origin and the position motion of thegaming object may be determined with reference to the player's potionand motion.

FIG. 22 is a diagram of another method for determining position and/ormotion tracking that begins at step 120 by determining environmentparameters (e.g., the gaming environment) of the physical area in whichthe gaming object resides and/or in which the game system resides. Theenvironmental parameters include, but are not limited to, height, width,and depth of the localized physical area, objects in the physical area,differing materials in the physical area, multiple path effects,interferers, etc.

The method continues at step 122 by mapping the environment parametersto a coordinate system (e.g., one of the systems shown in FIGS. 8-13).As an example, if the physical area is a room, a point in the room isselected as the origin and the coordinate system is applied to at leastsome of the room. In addition, inanimate objects in the room (e.g., acouch, a chair, etc.) are mapped to the coordinate system based on theirphysical location in the room.

The method continues at step 124 by determining the coordinates of theplayer's, or players', position in the physical area. The methodcontinues at step 126 by determining the coordinates of a gamingobject's initial position. Note that the positioning of the gamingobject may be used to determine the position of the player(s) if thegaming object is something worn by the player or is in close proximityto the player. Alternatively, the initial position of the player may beused to determine the initial position of the gaming object. Note thatone or more of the plurality of positioning techniques described hereinmay be used to determine the position of the player and/or of the gamingobject.

The method continues at step 128 by updating the coordinates of theplayer's, or players', position in the physical area to track theplayer's, or players', motion. The method continues at step 130 byupdating the coordinates of a gaming object's position to track itsmotion. Note that the motion of the gaming object may be used todetermine the motion of the player(s) if the gaming object is somethingworn by the player or is in close proximity to the player.Alternatively, the motion of the player may be used to determine themotion of the gaming object. Note that one or more of the plurality ofmotion techniques described herein may be used to determine the positionof the player and/or of the gaming object.

In another embodiment, the method of FIG. 22 may be performed by thegame console device that begins with determining at least onepositioning coordinate for the player with respect to an origin of thecoordinate system and determining at least one positioning coordinatefor the gaming object with respect to the at least one positioningcoordinate for the player. The method continues with the game consoledevice determining at least one next positioning coordinate for theplayer with respect to the origin and determining at least one nextpositioning coordinate for the gaming object with respect to the atleast one next positioning coordinate for the player. The methodcontinues with the game console device determining the motion of theplayer, with respect to the origin, based on the at least onepositioning coordinate for the player and the at the least one nextpositioning coordinate for the player. The method also includes the gameconsole device determining the motion of the gaming object, with respectto the player, based on the at least one positioning coordinate for thegaming object and the at the least one next positioning coordinate forthe gaming object.

FIG. 23 is a diagram of another method for determining position and/ormotion tracking that begins at step 140 by determining a reference pointwithin the physical area in which the gaming object lays and/or in whichthe game system lays. The method then continues at step 142 bydetermining a vector for a player's initial position with respect to areference point of a coordinate system (e.g., one of the systems shownin FIGS. 11-13). As an example, if the physical area is a room, a pointin the room is selected as the origin and the coordinate system isapplied to at least some of the room.

The method continues at step 144 by determining a vector of a gamingobject's initial position. Note that the positioning of the gamingobject may be used to determine the position of the player(s) if thegaming object is something worn by the player or is close proximity tothe player. Alternatively, the initial position of the player may beused to determine the initial position of the gaming object. Note thatone or more of the plurality of positioning techniques described hereinmay be used to determine the position of the player and/or of the gamingobject.

The method continues at step 146 by updating the vector of the player's,or players', position in the physical area to track the player's motion.The method continues at step 148 by updating the vector of the gamingobject's position to track its motion. Note that the motion of thegaming object may be used to determine the motion of the player(s) ifthe gaming object is something worn by the player or is close proximityto the player. Alternatively, the motion of the player may be used todetermine the motion of the gaming object. Note that one or more of theplurality of motion techniques described herein may be used to determinethe position of the player and/or of the gaming object.

FIG. 24 is a diagram of another method for determining position and/ormotion tracking that begins at step 150 by determining environmentparameters of the physical area in which the gaming object lays and/orin which the game system lays. The environmental parameters include, butare not limited to, height, width, and depth of the localized physicalarea, objects in the physical area, differing materials in the physicalarea, multiple path effects, interferers, etc.

The method continues at step 152 by mapping the environment parametersto a coordinate system (e.g., one of the systems shown in FIGS. 16-18).As an example, if the physical area is a room, a point in the room isselected as the origin and the coordinate system is applied to at leastsome of the room. In addition, objects in the room (e.g., a couch, achair, etc.) are mapped to the coordinate system based on their physicallocation in the room.

The method continues at step 154 by determining the coordinates of thegaming object's initial position in the physical area. The methodcontinues at step 156 by determining the coordinates of the player'sinitial position with respect to the gaming object's initial position.Note that one or more of the plurality of positioning techniquesdescribed herein may be used to determine the position of the playerand/or of the gaming object.

The method continues at step 156 by updating the coordinates of thegaming object's position in the physical area to track its motion. Themethod continues at step 158 by updating the coordinates of the player'sposition to track the player's motion with respect to the gaming object.Note that one or more of the plurality of motion techniques describedherein may be used to determine the position of the player and/or of thegaming object.

In another embodiment, the method of FIG. 24 may be performed by thegame console device that begins with determining at least onepositioning coordinate for the gaming object with respect to an originof the coordinate system and determining at least one positioningcoordinate for the player with respect to the at least one positioningcoordinate for the gaming object. The method continues with the gameconsole device determining at least one next positioning coordinate forthe gaming object with respect to the origin and determining at leastone next positioning coordinate for the player with respect to the atleast one next positioning coordinate for the gaming object.

The method continues with the game console device determining the motionof the gaming object, with respect to the origin, based on the at leastone positioning coordinate for the gaming object and the at the leastone next positioning coordinate for the gaming object. The methodcontinues with the game console device determining the motion of theplayer, with respect to the gaming object, based on the at least onepositioning coordinate for the player and the at the least one nextpositioning coordinate for the player.

FIG. 25 is a diagram of another method for determining position and/ormotion tracking that begins at step 162 by determining a reference pointwithin the physical area in which the gaming object lays and/or in whichthe game system lays. The method continues at step 164 by determining avector for a gaming object's initial position with respect to areference point of a coordinate system (e.g., one of the systems shownin FIGS. 19-21). As an example, if the physical area is a room, a pointin the room is selected as the origin and the coordinate system isapplied to at least some of the room.

The method continues at step 166 by determining a vector of the player'sinitial position with respect to the gaming object's initial position.Note that one or more of the plurality of positioning techniquesdescribed herein may be used to determine the position of the playerand/or of the gaming object.

The method continues at step 168 by updating the vector of the gamingobject's position in the physical area to track its motion. The methodcontinues at step 70 by updating the vector of the player's positionwith respect to the gaming object's motion to track the player's motion.Note that one or more of the plurality of motion techniques describedherein may be used to determine the position of the player and/or of thegaming object.

FIG. 26 is a diagram of another embodiment of a coordinate system of agaming system that is an extension of the coordinate systems discussedabove. In this embodiment, the coordinate system includes a positioningcoordinate grid 172 and a motion tracking grid 174, where the motiontracking grid 174 has a finer resolution than the positioning coordinategrid 172. For example, the player and/or gaming object may be positionedanywhere within the gaming environment at a given time, but, for a giventime interval (e.g., 1 second), the player's and/or gaming object'sposition will be relatively fixed. However, within this relativestationary position, the player and/or gaming object may move (e.g., ahead bob, slash of the gaming object, turn sideways, etc.) during thegiven time interval. Thus, the low resolution (e.g., within a meter) ofthe positioning coordinate grid 172 can be adequately used to establishthe player's and/or gaming object's relatively stationary positions forthe given time interval. Within the given time interval, the finerresolution (e.g., within a few millimeters) of the motion tracking grid174 of is used at a higher interval rate (e.g., once every 10 mS) toaccurately track the motion of the player and/or game object. Note that,once the relatively stationary position of the player and/or gamingobject for the given time period is established, the motion tracking canbe focused to the immediate area of the relatively stationary position.

FIG. 27 is a schematic block diagram of an embodiment of a wirelesscommunication system that includes a plurality of access points 180-184,a gaming console device 12, a gaming object 14, a device 186, and alocal positioning system (LPS) receiver 66. The LPS receiver 66 isassociated with the gaming object 14 and/or with the player 16. The gameconsole device 12 is coupled to the plurality of access points (AP)180-184 and to at least one wide area network (WAN) connection (e.g.,digital subscriber loop (DSL) connection, cable modem, satelliteconnection, etc.). In this manner, the game console device 12 mayfunction as the bridge, or hub, for the WLAN to the outside world.

The access points 180-184 are positioned throughout a given area toprovide a seamless WLAN for the given area (e.g., a house, an apartmentbuilding, an office building, etc.). The device 186 may be any wirelesscommunication device that includes circuitry to communicate with a WLAN.For example, the device may be a cell phone, a computer, a laptop, aPDA, a cordless phone, etc.

In addition, each access point 180-184 includes an accurate clock (e.g.,an atomic clock) or is coupled to an accurate clock source to provide anaccurate time standard for synchronization at any point in the physicalarea. Each AP transmits a spread spectrum signal (s1) containing a BPSK(Bi-Phase Switched keyed) signal in which 1's & 0's are represented byreversal of the phase of the carrier or a signal having some otherformat (e.g., FM, AM, QAM, QPSK, ASK, FSK, MSK). This message istransmitted at a specific frequency at a “chipping rate” of x bits persecond (e.g., 50 bits per second). The signal may repeat every 10-30millisecond (or longer duration) and it contains information regardingthe entire LPS and information regarding the AP transmitting the signal.Alternatively, the signal may be a very narrow pulse (e.g., less than 1nanosecond), repeated at a desired rate (e.g., 1-100 KHz).

The LPS receiver 66 utilizes the signals to determine its positionwithin a given coordinate system (See FIGS. 8-14, 16-21). For instance,the LPS receiver 66 determines a time delay (e.g., t1, t2, and t3) forat least some of the plurality of signals in accordance with the atleast one clock signal. The LPS receiver 66 calculates a distance to acorresponding one of the plurality of APs based on the time delays ofthe signals (s1). In other words, for each signal received, which isreceived from different APs, the LPS receiver 66 is calculating a timedelay of the signal (s1) received from the APs, or a subset thereof,(e.g., at a minimum three and preferably four) to triangulate itsposition in three-dimensional space. For instance, the LPS receiver 66identifies each AP signal by its distinct code pattern, and thenmeasures the time delay for each AP. To do this, the receiver 66produces an identical signal sequence using the same seed number as theAP. By lining up the two sequences, the receiver 66 can measure thedelay and calculate the distance to the AP.

The LPS receiver 66 then determines the position of the correspondingplurality of APs based on the signals. For example, the LPS receiver 66uses the position data of the signals to determine the APs' position.The LPS receiver 66 then determines its location based on the distanceto the APs and the position of the APs. For instance, by knowing theposition and the distance of an AP, the LPS receiver 66 can determineit's location to be somewhere on the surface of an imaginary spherecentered on that AP and whose radius is the distance to it. When fourAPs are measured simultaneously, the intersection of the four imaginaryspheres reveals the location of the receiver. Often, these spheres willoverlap slightly instead of meeting at one point, so the receiver willyield a mathematically most-probable position (and often indicate theuncertainty).

Depending on the frequency of transmitting the signal (s1), the accuracyof the APs' clocks, and the carrier frequency of the signal, theaccuracy of the gaming object's position may be within a few millimetersto about a meter. If the accuracy is the former, then this arrangementmay be used to determine the relative position and to track the motionof the player and/or gaming object. If the accuracy is the latter, thenthis arrangement may be used to determine the player's and/or gamingobject's position and another scheme would be used to track theirmotion.

FIG. 28 is a schematic block diagram of another embodiment of a wirelesscommunication system that includes a plurality of access points 180-184,a gaming console device 12, a gaming object 14, and the device 186. Thegaming object 14 and/or the player 16 may have associated therewith alocal positioning system (LPS) transmitter 74. The game console device12 is coupled to the plurality of access points (AP) 180-184, which arepositioned throughout a given area to provide a seamless WLAN for thegiven area (e.g., a house, an apartment building, an office building,etc.). In addition, the game console device 12 is coupled to at leastone wide area network (WAN) connection (e.g., DSL connection, cablemodem, satellite connection, etc.). In this manner, the game consoledevice may function as the bridge, or hub, for the WLAN to the outsideworld.

The LPS transmitter 74 includes an accurate clock and transmits a narrowpulse (e.g., pulse width less than 1 nano second) at a desired rate(e.g., once every milli second to once every few seconds). The narrowpulse signal includes a time stamp of when it is transmitted.

The APs 180-184 receive the narrow pulse signal and determine theirrespective distances to the LPS transmitter 74. In particular, an APdetermines the distance to the LPS transmitter 74 based on the timestamp and the time at which the AP received the signal. Since the narrowpulse travels at the speed of light, the distance can be readilydetermined.

The plurality of distances between the APs 180-184 and the LPStransmitter 74 are then processed to determine the position of the LPStransmitter 74 within the local physical area in accordance with theknown positioning of the APs. For instance, with the known position andthe distance of an AP to the LPS transmitter 74, an AP can determine theLPS transmitter's location to be somewhere on the surface of animaginary sphere centered on that AP and whose radius is the distance toit. When the distance to four APs is known, the intersection of the fourimaginary spheres reveals the location of the LPS transmitter.

The processing of the AP to transmitter 74 distances may be performed bya master AP, by the game console device 12, by a motion trackingprocessing module, and/or by an LPS computer coupled to the plurality ofAPs 180-184. The motion tracking processing module may be a singleprocessing device or a plurality of processing devices. Such aprocessing device may be a microprocessor, micro-controller, digitalsignal processor, microcomputer, central processing unit, fieldprogrammable gate array, programmable logic device, state machine, logiccircuitry, analog circuitry, digital circuitry, and/or any device thatmanipulates signals (analog and/or digital) based on hard coding of thecircuitry and/or operational instructions. The processing module mayhave an associated memory and/or memory element, which may be a singlememory device, a plurality of memory devices, and/or embedded circuitryof the processing module. Such a memory device may be a read-onlymemory, random access memory, volatile memory, non-volatile memory,static memory, dynamic memory, flash memory, cache memory, and/or anydevice that stores digital information. Note that when the processingmodule implements one or more of its functions via a state machine,analog circuitry, digital circuitry, and/or logic circuitry, the memoryand/or memory element storing the corresponding operational instructionsmay be embedded within, or external to, the circuitry comprising thestate machine, analog circuitry, digital circuitry, and/or logiccircuitry. Further note that, the memory element stores, and theprocessing module executes, hard coded and/or operational instructionscorresponding to at least some of the steps and/or functions illustratedin FIGS. 1-64.

Depending on the frequency of transmitting the signal (s1), the accuracyof the APs' clocks, and the carrier frequency of the signal, theaccuracy of the gaming object's position may be within a few millimetersto about a meter. If the accuracy is the former, then this arrangementmay be used to determine the relative position and to track the motionof the player and/or gaming object. If the accuracy is the latter, thenthis arrangement may be used to determine the player's and/or gamingobject's position and another scheme would be used to track theirmotion.

FIG. 29 is a schematic block diagram of another embodiment of a wirelesscommunication system that includes a plurality of LAN devices 912-196, aWAN coupling device 190, a game console device 12, a gaming object 14,and a player 16. Each of the LAN devices 192-196, which may be a wireddevice (e.g., includes an Ethernet network card, a fire wire interface,etc.) or a wireless device, includes an LPS module 198-202 and thegaming object 14 and/or the player 16 has associated therewith an LPSpersonal module 205. In one embodiment, the LPS modules 198-202 includean LPS transmitter 60-64 and the LPS personal module 205 includes an LPSreceiver 66 as described with reference to FIG. 6.

In another embodiment, the LPS modules 198-202 include an LPS receiver68-72 and the LPS personal module 205 includes an LPS transmitter 74.Note that the WAN coupling device 190 may be a cable modem, a DSL modem,a satellite receiver, a cable receiver, and/or any other device thatprovides a WAN connection 206 to a WAN network (e.g., the internet, apublic phone system, a private network, etc.).

FIGS. 30 and 31 are top and side view diagrams of an embodiment ofdetermining position and/or motion tracking using RF and/or microwavesignaling. In this embodiment, a transceiver 32 (which may be includedin the game console device, coupled to a game console, coupled to aremote game console, or coupled to a server via an WAN connection)transmits a plurality of beamformed signals at one or more frequencies(e.g., frequencies in the ISM band, 29 MHz, 60 MHz, above 60 GHz, and/orother millimeter wavelengths (MMW)) to sweep the physical area. For eachsignal 210 transmitted, the transceiver 32 determines the reflectedsignal 212 energy and may also determine the refracted signal 216energy. The transceiver 32 may also determine the pass through signal214 component. Since different objects reflect, refract, and/or passthrough RF to MMW signals in different ways, the game console device 12can identify an object based on the reflected, refracted, and/or passthrough signal energies. For example, human beings reflect, refract,and/or pass through RF and MMW signals in a different way than inanimateobjects such as furniture, walls, plastics, metals, clothing, etc.

In this manner, a three dimension image of the physical area isobtained. Further analysis of the reflected, pass through, and/orrefracted signals yields the distance to the transceiver 32. From thedistance for a plurality of beamformed signals, the position of theobjects (including the player and the gaming object) may be determined.Note that more than one transceiver may be used to determine thethree-dimensional image of the physical area and/or to determinepositioning and/or motion tracking within the physical area. A paperentitled, “Public Security Screening for Metallic Objects withMillimeter Wave Images”, Imaging for Crime Detection and Prevention,2005. ICDP 2005. The IEE International Symposium on Page(s): 1-4, Jun.7-8, 2005, discusses basic elements of MMW imaging, which isincorporated herein by reference. Beamforming is discussed in a patentapplication entitled, “BEAMFORMING AND/OR MIMO RF FRONT-END ANDAPPLICATIONS THEREOF,” having a Ser. No. of 11/527,961, and a filingdate of Sep. 27, 2006, which is incorporated herein by reference.

In addition to determining position of objects, the transcevier 32 usingMMW signaling can track the motion of the player and/or gaming object.With WWM signaling, the wavelength of a 60 GHz signal is approximately 5millimeters. Thus, a ninety degree phase shift of the signal correspondsto a 1.25 millimeter movement. Accordingly, by transmitting the signalsat a motion tracking rate (e.g., once every 10-30 mS), the motion of theplayer and/or gaming object can be tracked with millimeter accuracy.

FIG. 32 is a schematic block diagram of an embodiment of a transmitter32 that includes a processing module 220, one or more image intensitysensors 222, and an RF transmitter 224. The RF transmitter 224 includesan oscillator 228, a plurality of power amplifiers (PA) 230-232, and abeamforming module 226 coupled to a plurality of antenna structures. Theplurality of antenna structures may be configurable antenna structuresas discussed in patent application entitled, “INTEGRATED CIRCUIT ANTENNASTRUCTURE”, having a Ser. No. of 11/648,826, and a filing date of Dec.29, 2006, patent application entitled, “MULTIPLE BAND ANTENNA STRUCTURE,having a Ser. No. of 11/527,959, and a filing date of Sep. 27, 2006,and/or patent application entitled, “MULTIPLE FREQUENCY ANTENNA ARRAYFOR USE WITH AN RF TRANSMITTER OR TRANSCEIVER”, having a Ser. No. of11/529,058, and a filing date of Sep. 28, 2006, all of which areincorporated herein by reference.

The processing module 220 may be a single processing device or aplurality of processing devices. Such a processing device may be amicroprocessor, micro-controller, digital signal processor,microcomputer, central processing unit, field programmable gate array,programmable logic device, state machine, logic circuitry, analogcircuitry, digital circuitry, and/or any device that manipulates signals(analog and/or digital) based on hard coding of the circuitry and/oroperational instructions. The processing module may have an associatedmemory and/or memory element, which may be a single memory device, aplurality of memory devices, and/or embedded circuitry of the processingmodule. Such a memory device may be a read-only memory, random accessmemory, volatile memory, non-volatile memory, static memory, dynamicmemory, flash memory, cache memory, and/or any device that storesdigital information. Note that when the processing module implements oneor more of its functions via a state machine, analog circuitry, digitalcircuitry, and/or logic circuitry, the memory and/or memory elementstoring the corresponding operational instructions may be embeddedwithin, or external to, the circuitry comprising the state machine,analog circuitry, digital circuitry, and/or logic circuitry. Furthernote that, the memory element stores, and the processing moduleexecutes, hard coded and/or operational instructions corresponding to atleast some of the steps and/or functions illustrated in FIGS. 1-64.

In operation, the oscillator 228 provides an oscillation at a desiredfrequency (e.g., within the ISM band, within the licensed and/orunlicensed RF communication bands of 450 MHz up to 29 MHz, 60 MHz,between microwave and IR frequency bands, etc.). The power amplifiers230-232 amplify the oscillation to produce outbound signals. Thebeamforming module 226 adjusts phase and/or amplitude of at least one ofthe outbound signals to produce an in-air beamformed signal 212. Theselection of the phase and/or amplitude focuses the energy of thebeamformed signal 212 in a particular direction. As such, by adjustingthe phase and/or amplitude of one or more outbound signals, a beamformedsignal 212 can be directed in any two or three dimensional directionwithin the physical area. In addition, the desired frequency of theoscillation may be adjusted to provide a frequency spectrum sweep of thephysical area.

The one or more image intensity sensors 222 measure the temperature ofthe objects, which is a function of the reflectivity, emissivity, andtransmissivity of the surface of the physical area. Emissivity is theratio of the radiation intensity of a nonblack body to the radiationintensity of a blackbody. This ratio, which is usually designated by theGreek letter ε, is always less than or just equal to one. The emissivitycharacterizes the radiation or absorption quality of nonblack bodies.Published values are available for most substances. Emissivities varywith temperature and also vary throughout the spectrum. Transmissivityis the ratio of the transmitted radiation to the radiation arrivingperpendicular to the boundary between two mediums.

For a given beamformed signal, the one or more image sensors provide thetemperature of the object(s) to the processing module 220. Theprocessing module 220 accumulates temperatures of the object(s) forvarious beamformed signals 212 and/or for various frequencies andprocesses the temperatures in accordance with an image intensityprocessing algorithm to provide a three dimensional image of thephysical area and the objects in it. The image intensity processingalgorithm may further include a positioning and/or motion tracking subroutine to establish the positioning and/or motion tracking of a playerand/or gaming object within the physical area. Note that the gamingobject may be made of one or more materials that makes it readilydistinguishable from other objects that may be found in the physicalarea. For example, it may be made of a combination of metals andplastics in a particular shape.

FIG. 33 is a diagram of another method for determining position and/ormotion tracking that begins at step 240 by transmitting one of aplurality of beamformed signals. The method continues at step 242 byreceiving one or more image intensity signals (e.g., reflectivity,emissivity, and transmissivity of the surface of the physical area) forthe given beamformed signal. The method then branches to step 246 andstep 248. At step 246, the likely material of the object(s) isdetermined based on the received one or more image intensity signals. Atstep 248, the distance to the object(s) is determined based on thereceived one or more image intensity signals. The method continues atstep 248 by determining whether all of the beamformed signals have beenprocessed (e.g., different angles and/or at different frequencies). Ifnot, the process repeats by transmitting one of the beamformed signals.

When all of the beamformed signals have been transmitted, the methodcontinues at step 250 by compiling materials and distances to establishan initial model of the physical environment. The method continues atstep 252 by identifying the player or players in the physicalenvironment based on the materials. This step may further includeidentifying a gaming object. The method continues at step 254 bydetermining the one or more player's position based on the correspondingdistances. This step may further include determining the position of agaming object. Note that this method may be continually performed totrack motion of the player and/or gaming object.

FIG. 34 is a diagram of another method for determining position and/ormotion tracking that may begin at step 260 with the optional step ofadjusting frequency (e.g., in the MMW band) of the beamforming signalsfor optimal human imaging. The method continues at step 262 by updatingthe beamforming coefficients based on the player's and/or gaming objectsposition. With this step, or these steps, the transceiver is focused ontracking the motion of the player and/or gaming object.

The method continues at step 264 by transmitting one of the beamformingsignals and at step 266 by receiving one or more image intensity signalsin response to the focused beamformed signal. The method then continuesat step 268 by determining a distance to the object based on thereceived one or more image intensity signals. If all of the beamformingsignals have not been transmitting as determined at step 270, the methodrepeats at step 264 by transmitting the next beamforming signal.

When all of the beamformed signals have been transmitted for thisinterval, the method continues at step 272 by compiling distances toestablish the player's and/or gaming objects motion. The methodcontinues at step 274 by determine whether it is time to update theposition of the player and/or gaming object. In an embodiment, themotion tracking processing may be repeated every 10-100 mSec and thepositioning may be updated once every 1-10 seconds. In general, thepositioning may be updated to keep the player and/or gaming objectwithin a desired processing region. For example, with reference to FIG.26, the motion tracking grid is moved based on the updated positioningsuch that the focusing of the beamforming signals is concentrated on themotion tracking grid.

Returning to the discussion of FIG. 34, when it is not time to updatethe positioning, the method repeats. If it is time to update thepositioning, the method of FIG. 33 may be used.

FIG. 35 is a schematic block diagram of an embodiment of a wirelesscommunication between a gaming object 14 and a game console device 12.In this embodiment, the gaming object 14 and the game console device 12each includes a plurality of antenna structures. The antenna radiationpattern for the plurality of structures may be as shown in FIG. 36.

Returning to the discussion of FIG. 35, the gaming object 14 transmits aplurality of signals via the antenna structures, where each of thesignals has a different carrier frequency (e.g., f1, f2, etc.). Theantennas structures of the game console device 12 are tuned for thedifferent carrier frequencies. For example, a first array of antennas istuned for a first frequency and a second array of antennas is tuned fora second frequency. Note that the signals may be sinusoidal tones and/orRF communications in accordance with a wireless communication protocol.With the antenna radiation pattern as shown in FIG. 36, the antennaarrays will receive their respective signals with differing signalcharacteristics (signal strength, phase, beam angle, constructive anddestructive interference of the signals, etc.), based on the orientationof the gaming object 14 with respect to the game console device 12. Anexample of this will described with reference to FIGS. 37 and 38.

In this manner, as the characteristics of the respective signalschanges, the movement of the gaming object 14 may be determined. Notethat in another embodiment, the game console device 12 may transmit thesignals and the gaming object 14 determines the signal characteristics.

With reference to FIGS. 34-36, both signal frequency and range betweenthe end points of the medium affect the amount of attenuation. Ingeneral, attenuation is proportional to the square of the distancebetween the transmitter and receiver and is proportional to the squareof the frequency of the radio signal. For instance, the attenuationincreases as the frequency or range increases. Open outdoor attenuationis based on straightforward free space loss formulas, while indoorattenuation is more complex due to signals bounce off obstacles andpenetrating a variety of materials that offer varying effects onattenuation. In general, an 802.11b radios operating at 11 Mbps willexperience approximately 100 dB of attenuation at about 200 feet.

FIG. 37 is a diagram of another embodiment of an antenna radiationpattern for first and second antennas for first and second frequencies.The diagram further illustrates a source position of the transmittedsignals. In this example, the f2 antennas are orthogonal with each otheran at a 45 degree relationship with the f1 antennas, which areorthogonal to each other.

FIG. 38 is a diagram of an example of receiving the RF and/or MMWsignals by the various antennas of the antenna arrays. As shown, f1antennas receive the transmitted RF and/or MMW signal [e.g., A₁cos(ω_(f1)(t))] with different characteristics. The received signals ofthe f1 antennas are combined to produce a first resulting signal [e.g.,A′₁ cos(ω_(f1)(t)+θ₁+φ₁), where A′₁ is the received amplitude, θ is thebeam angle, and φ is the phase rotation. As is shown, f2 antennasreceive the transmitted RF and/or MMW signal [e.g., A₂ cos(ω_(f2)(t))]with different characteristics. The received signals of the f2 antennasare combined to produce a second resulting signal [e.g., A′₂cos(ω_(f2)(t)+θ₂+φ₂). The resulting signals can be processed todetermine the beam angle, phase angle, and amplitude of the transmittedsignals. From this information, the position and/or motion tracking maybe determined.

To enhance the positioning and/or motion tracking the attenuation curvesof FIG. 39 may be used. As shown, f2 is of a higher frequency and thusattenuates in air more quickly over distance than the f1 signals. Notethat more than two carrier frequencies may be used to facilitate thedetermining of the position and/or motion tracking.

FIGS. 40 and 41 are diagrams of an example of frequency dependentdistance calculation where the phase difference at different times fordifferent signals is determined. The positioning and/or motion trackingof an object may be done based on the phase difference, the transmissiondistance, and the frequency of the signals from time to time. Forexample, at time TX t₀, the transmitter transmits a signal as shown inFIG. 40. At time RX t₀+Δt₀₋₁, the first antenna receives the signal. Thephase rotation (e.g., Δφ₀₋₁) of the received signal is determined. Attime RX t₀+Δt₀₋₂, the second antenna receives the signal. The phaserotation (e.g., Δφ₀₋₂) of the received signal is determined. With aknown distance between the first and second antennas, the differentphase rotations, and the carrier frequency of the signal, the distancebetween the transmitter and receiver can be determined. Using the beamangle, the orientation of the distance can be determined.

FIGS. 42 and 43 are diagrams of an example of constructive anddestructive signaling to facilitate the determination of positioningand/or motion tracking. In this embodiment, At least two antennasphysically separated by a known distance transmit different sinusoidalsignals [e.g., cos(ω_(f1)(t)) and cos(ω_(f2)(t))]]. In air, the signalscombine in a constructive and destructive manner [e.g.,cos(ω_(f1)(t))+cos(ωf2(t))=2*cos1/2(ω_(f1)(t)+ω_(f2)(t))*cos(ω_(f1)(t)−ω_(f2)(t))].

An antenna assembly of the gaming object and/or player receives thesignals and, based on the constructive and destructive patterns, thedistance may be determined. Obtaining multiple distances from multiplesources and knowing the source locations, the position and/or motion ofthe object can be determined. Such a process may be augmented by usingthe attenuation properties of a signal in air and/or by using multipledifferent frequency signals.

FIG. 44 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system 10 that includes a game console device 12,a gaming object 14, and a plurality of digital image sensors 290-294(e.g., digital cameras, digital camcorders, digital image sensor, etc.).The gaming system 10 has an associated physical area in which the gamingobject 14 and player 16 are located. The physical area may be a room,portion of a room, and/or any other space where the gaming object andgame console are proximally co-located (e.g., airport terminal, on abus, on an airplane, etc.). The game console device 12 may be in thephysical area or outside of the physical area, but electronicallyconnected to the physical area via a WLAN, WAN, telephone, DSL modem,cable modem, etc.

In this system 10, the plurality of digital imaging sensors 290-294periodically (e.g., in the range of once every 1 millisecond to onceevery 10 seconds) captures of an image of the player 16 and/or gamingobject 14 within the physical area based on the position of the playerand/or gaming object. Note that the digital imaging sensors 290-294 maybe continually repositioned to determine the player's and/or gamingobject's position and/or to track the motion of the gaming object and/orplayer.

The captured images are initially used to determine the position of thegaming object and/or the player. Once the player's and/or gamingobject's position is determined, the digital image sensors may bepositioned and/or adjusted to focus on the player's and/or gamingobject's movement. The images captured by the digital image sensors arethen processed using a two-dimension and/or three-dimension algorithm todetermine the motion of the gaming object and/or the player. Note thatthe player 16 and/or gaming object 14 may include sensors (e.g., bluescreen patches, etc.) thereon to facilitate the position and/or motiontracking processing.

FIG. 45 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system 10 that includes a game console device 12,a gaming object 14, and a plurality of heat sensors 300-304 (e.g.,infrared thermal imaging cameras, infrared radiation thermometer,thermal imager, ratio thermometers, Optical Pyrometer, fiber optictemperature sensor, etc.). The gaming system has an associated physicalarea in which the game gaming object and player are located. Thephysical area may be a room, portion of a room, and/or any other spacewhere the gaming object and game console are proximally co-located(e.g., airport terminal, on a bus, on an airplane, etc.). The gameconsole device 12 may be in the physical area or outside of the physicalarea, but electronically connected to the physical area via a WLAN, WAN,telephone, DSL modem, cable modem, etc.

In this system 10, the plurality of heat sensors 300-304 periodically(e.g., in the range of once every 1 millisecond to once every 10seconds) captures a heat image of the player 16 and/or gaming object 14within the physical area based on the position of the player and/orgaming object. Note that the heat sensors 300-304 may be continuallyrepositioned to determine the player's and/or gaming object's positionand/or to track the motion of the gaming object and/or player.

The captured heat images are initially used to determine the position ofthe gaming object and/or the player. Once the player's and/or gamingobject's position is determined, the heat sensors may be positionedand/or adjusted to focus on the player and/or gaming object movement.The heat images captured by the heat sensors are then processed using atwo-dimension and/or three-dimension algorithm to determine the motionof the gaming object and/or the player. Note that the player and/orgaming object may include sensors thereon to facilitate the positionand/or motion tracking processing.

FIG. 46 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system 10 that includes a game console device 12,a gaming object 14, and a plurality of electromagnetic sensors 310-314(e.g., Magnetometers, gauss meters, magnetic field sensors,electromagnetic and EMC/EMI/RFI probes for measuring electromagneticfields, etc.). The gaming system has an associated physical area inwhich the game gaming object 14 and player 16 are located. The physicalarea may be a room, portion of a room, and/or any other space where thegaming object and game console are proximally co-located (e.g., airportterminal, on a bus, on an airplane, etc.). The game console device maybe in the physical area or outside of the physical area, butelectronically connected to the physical area via a WLAN, WAN,telephone, DSL modem, cable modem, etc.

In this system, the plurality of electromagnetic sensors 310-314periodically (e.g., in the range of once every 1 millisecond to onceevery 10 seconds) captures of an electromagnetic image of the playerand/or gaming object within the physical area based on the position ofthe player and/or gaming object. Note that the electromagnetic sensors310-314 may be continually repositioned to determine the player's and/orgaming object's position and/or to track the motion of the gaming objectand/or player.

The captured electromagnetic images are initially used to determine theposition of the gaming object and/or the player. Once the player'sand/or gaming object's position is determined, the electromagneticsensors may be positioned and/or adjusted to focus on the player and/orgaming object movement. The electromagnetic images captured by theelectromagnetic sensors are then processed using a two-dimension and/orthree-dimension algorithm to determine the motion of the gaming objectand/or the player. Note that the player and/or gaming object may includesensors thereon to facilitate the position and/or motion trackingprocessing.

FIG. 47 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system 10 that includes a game console device 12,a gaming object 14, and a plurality of laser sensors 320-324 (e.g.,Laser Distance Measurement Photoelectric Sensors, digital laser sensor,short range laser sensor, medium range laser sensor, etc.). The gamingsystem has an associated physical area in which the game gaming object14 and player 16 are located. The physical area may be a room, portionof a room, and/or any other space where the gaming object 14 and thegame console device 12 are proximally co-located (e.g., airportterminal, on a bus, on an airplane, etc.). The game console device 12may be in the physical area or outside of the physical area, butelectronically connected to the physical area via a WLAN, WAN,telephone, DSL modem, cable modem, etc.

In this system, the plurality of laser sensors 320-324 periodically(e.g., in the range of once every 1 millisecond to once every 10seconds) captures laser based relative distances of the player and/orgaming object within the physical area based on the position of theplayer and/or gaming object. Note that the laser sensors 320-324 may becontinually repositioned to determine the player's and/or gamingobject's position and/or to track the motion of the gaming object and/orplayer.

The relative distances are initially used to determine the position ofthe gaming object 14 and/or the player 16. Once the player's and/orgaming object's position is determined, the laser sensors may bepositioned and/or adjusted to focus on the player and/or gaming objectmovement. Subsequent relative distances are processed using atwo-dimension and/or three-dimension algorithm to determine the motionof the gaming object and/or the player. Note that the player and/orgaming object may include sensors thereon to facilitate the positionand/or motion tracking processing.

FIG. 48 is a diagram of another method for determining position and/ormotion tracking that begins at steps 330 and 332 by determining therelative position of the player and/or gaming object using two or morepositioning techniques (e.g., RF beamforming, laser sensors, etc.) Themethod continues at step 334 by combining the two or more positions toproduce the initial position. Note that the two or more positioningtechniques may be weighted based on a variety of factors including, butnot limited to, accuracy, distance, interference, availability, etc.Note that one technique may be used to capture the position in one plane(e.g., x-y plane), a second technique may be used to capture theposition in a second plane (e.g., x-z plane), and/or a third techniquemay be used to capture the position in a third plane (e.g., y-z plane).

The method continues at steps 336 and 338 by determining the motion ofthe player and/or gaming object using two or more motion trackingtechniques. Note that in many instances the same technique may be usedfor positioning as for motion tracking, where the motion tracking isdone with greater resolution and at a greater rate than the positioning.The method continues at step 340 by combining the two motion trackingvalues to produce the current motion of the player and/or gaming object.Note that the two or more motion tracking techniques may be weightedbased on a variety of factors including, but not limited to, accuracy,availability, speed of movement, interference, distance, userpreference, etc. Further note that the motion of a player and/or gamingobject may be enhanced by including a positioning and/or motion trackingsensor on the player and/or gaming object.

The method continues at step 342 by determining whether the positionneeds to be updated (e.g., change focus of motion tracking processing).If yes, the method repeats at steps 330 and 332. If not, the methodrepeats at steps 336 and 338.

FIG. 49 is a diagram of another method for determining position and/ormotion tracking that begins at step 350 by evaluating the physicalenvironment in which the player and/or gaming object are located. Thegame console may also be located in the physical environment, which maybe a room, a portion of a room, an office, and/or any area in which aplayer can player a video game. The method continues at step 352 byselecting one or more of a plurality of positioning techniques fordetermining the position of the player and/or gaming object based on thephysical environment.

The method continues at step 354 by determining the position of theplayer and/or gaming object using the one or more positioningtechniques. The method continues at step 356 by selecting one or more ofmotion tracking techniques to determine the motion of the player and/orgaming object based on the environment and/or the position of the playerand/or gaming object. The method continues at step 358 by determiningthe motion of the player and/or gaming object using the selected motiontracking technique(s). The method continues at step 360 by determiningwhether the position of the player and/or gaming object needs to beupdated and repeats as shown.

FIG. 50 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system 10 that includes a game console device 12,a gaming object 14, an RFID reader 370, at least one RFID tag 372associated with the player 16, and at least one RFID tag 372 associatedwith the gaming object 14. The gaming system has an associated physicalarea in which the game gaming object and player are located. Thephysical area may be a room, portion of a room, and/or any other spacewhere the gaming object 14 and the game console device 12 are proximallyco-located (e.g., airport terminal, on a bus, on an airplane, etc.). Thegame console device 12 may be in the physical area or outside of thephysical area, but electronically connected to the physical area via aWLAN, WAN, telephone, DSL modem, cable modem, etc.

In this system, the RFID reader 370 periodically (e.g., in the range ofonce every 1 millisecond to once every 10 seconds) communicates with theRFID tags 372 to determine distances of the player 16 and/or gamingobject 14 within the physical area. This may be done by using the RFIDsystem (e.g., the reader and the tags) as an RF radar system. Forexample, the RFID system may use a backscatter technique to determinedistances between the RFID reader and the RFID tags. In another example,the RFID system may use frequency modulation to compare the frequency oftwo or more signals, which is generally more accurate than timing thesignal. By changing the frequency of the returned signal and comparingthat with the original, the difference can be easily measured.

As another example, the RFID system may use a continuous wave radartechnique. In this instance, a “carrier” radar signal is frequencymodulated in a predictable way, typically varying up and down with asine wave or sawtooth pattern at audio frequencies or other desiredfrequency. The signal is then sent out from one antenna and received onanother and the signal can be continuously compared. Since the signalfrequency is changing, by the time the signal returns to the source thebroadcast has shifted to some other frequency. The amount of that shiftis greater over longer times, so greater frequency differences mean alonger distance. The amount of shift is therefore directly related tothe distance traveled, and can be readily determined. This signalprocessing is similar to that used in speed detecting Doppler radar.

The distances are initially used to determine the position of the gamingobject and/or the player. Once the player's and/or gaming object'sposition is determined, the RFID system may be adjusted to focus on theplayer and/or gaming object movement. Subsequently determined distancesare processed using a two-dimension and/or three-dimension algorithm todetermine the motion of the gaming object and/or of the player.

FIG. 51 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system 10 that includes a game console device 12,a gaming object 14, a plurality of RFID readers 370, at least one RFIDtag 372 associated with the player 16, and at least one RFID tag 372associated with the gaming object 14. The gaming system 10 has anassociated physical area in which the game gaming object and player arelocated. The physical area may be a room, portion of a room, and/or anyother space where the gaming object 14 and the game console device 12are proximally co-located (e.g., airport terminal, on a bus, on anairplane, etc.). The game console device 12 may be in the physical areaor outside of the physical area, but electronically connected to thephysical area via a WLAN, WAN, telephone, DSL modem, cable modem, etc.

In this system, one or more of the RFID readers 370 periodically (e.g.,in the range of once every 1 millisecond to once every 10 seconds)communicates with one or more of the RFID tags 372 to determine thedistances of the player 16 and/or gaming object 14 within the physicalarea. This may be done by using the RFID system (e.g., the readers andthe tags) as an RF radar system. For example, the RFID system may use abackscatter technique to determine distances between the RFID reader andthe RFID tags. In another example, the RFID system may use frequencymodulation to compare the frequency of two or more signals, which isgenerally more accurate than timing the signal. By changing thefrequency of the returned signal and comparing that with the original,the difference can be easily measured.

As another example, the RFID system may use a continuous wave radartechnique. In this instance, a “carrier” radar signal is frequencymodulated in a predictable way, typically varying up and down with asine wave or sawtooth pattern at audio frequencies or other desiredfrequency. The signal is then sent out from one antenna and received onanother and the signal can be continuously compared. Since the signalfrequency is changing, by the time the signal returns to the source thebroadcast has shifted to some other frequency. The amount of that shiftis greater over longer times, so greater frequency differences mean alonger distance. The amount of shift is therefore directly related tothe distance traveled, and can be readily determined. This signalprocessing is similar to that used in speed detecting Doppler radar.

The distances are initially used to determine the position of the gamingobject and/or the player. Once the player's and/or gaming object'sposition is determined, the RFID system may be adjusted to focus on theplayer and/or gaming object movement. Subsequently determined distancesare processed using a two-dimension and/or three-dimension algorithm todetermine the motion of the gaming object and/or of the player.

FIG. 52 is a schematic block diagram of a side view of anotherembodiment of a gaming system 10 that includes a game console device 12,a gaming object 14, one or more RFID readers 370, a plurality of RFIDtags 372 associated with the player 16, and a plurality of RFID tags 372associated with the gaming object 14. The gaming system has anassociated physical area in which the gaming object and player arelocated.

In this illustration, the player 16 and the gaming object 14 are withinthe determined relative position 378. To track the player's and gamingobject's motion with the relative position 378, the one or more RFIDreaders 370 transmits an RFID reader transmission 374, which may be inaccordance with an RF radar transmission as discussed above.Alternatively, the RFID reader transmission 374 may be request for atleast one of the RFID tags 372 to provide a response regardinginformation to determine its position or distance with reference to aparticular point.

The RFID tags provide an RFID tag response 376, which may be inaccordance with the RF radar transmissions discussed above.Alternatively, the RFID tags may provide a response regardinginformation to determine its position or its distance to a referencepoint. The communication between the RFID reader(s) and RFID tags may bedone in a variety of ways, including, but not limited to, a broadcasttransmission and a collision detection and avoidance response scheme, ina round robin manner, in an ad hoc manner based on a desired updatingrate for a given RFID tag (e.g., a slow moving tag needs to be updatedless often than a fast moving tag), etc.

FIG. 53 is a schematic block diagram of an embodiment of an RFID reader370 in the game console device 12 and an RFID tag 372 in the gamingobject 14. The RFID reader 370 includes a protocol processing module380, an encoding module 382, a digital to analog converter 384, an RFfront-end 386, a digitization module 388, a pre-decoding module 390, anda decoding module 392. The RFID tag 372 includes a power generatingcircuit 394, an envelop detection module 396, an oscillation module 398,an oscillation calibration module 400, a comparator 402, and aprocessing module 404. The details of the RFID reader 370 are disclosedin patent application entitled RFID READER ARCHITECTURE, having a Ser.No. of 11/377,812, and a filing date of Mar. 16, 2006 and the details ofthe RFID tag 372 are disclosed in patent application entitled POWERGENERATING CIRCUIT, having a Ser. No. of 11/394,808, and a filing dateof Mar. 31, 2006. Both patent applications are incorporated herein byreference.

FIG. 54 is a diagram of a method for determining position of a playerand/or gaming object that begins at step 410 with an RFID readertransmitting a power up signal to one or more RFID tags, which may beactive or passive tags. The power up signal may be a tone signal suchthat a passive RFID tag can generate power therefrom. The power upsignal may be a wake-up signal for an active RFID tag. The methodcontinues at step 412 with the RFID tag providing an acknowledgementthat it is powered up. Note that this step may be skipped.

The method continues at step 414 with the RFID reader transmitting acommand at time t0, where the command requests a response to be sent ata specific time after receipt of the command. In response to thecommand, an RFID tag provides the response and, at step 416, the readerreceives it. The method continues at step 418 with the RFID readerrecording the time and the tag ID. The method continues at step 420 withthe reader determining the distance to the RFID tag based on the storedtime, time t0, and the specific time delay.

The method continues at step 422 by determining whether all or a desirednumber of tags have provided a response. If not, the method loops asshown. If yes, the method continues at step 424 by determining thegeneral position of the player and gaming object based on the distances.As an alternative, the general position of each of the tags may bedetermined from their respective distances at step 426. Note that atleast three, and preferably four, distances need to be accumulated fromdifferent sources (e.g., multiple RFID readers or an RFID reader withmultiple physically separated transmitters) to triangulate the RFIDtag's position.

FIG. 55 is a schematic block diagram of an embodiment of a gaming object14 that includes an integrated circuit (IC) 434, a gaming objecttransceiver 432 and a processing module 430. The IC 434 includes one ormore of an RFID tag 446, a servo motor 448, a received signal strengthindicator 444, a pressure sensor 436, an accelerometer 438, a gyrator440, an LPS receiver 442, and an LPS transmitter 445. Note that if thegaming object 14 is an item worn by the player to facilitate playing avideo game, the gaming object 14 may not include the processing module430 and/or the gaming object transceiver 432.

The RFID tag is coupled to one or more antenna assemblies and the gamingobject transceiver is also coupled to one or more antenna assemblies. Inthis instance, the RFID tag may communicate with an RFID reader usingone or more carrier frequencies to facilitate positioning and/ortracking as described above. In addition to, or in the alternative, theRFID tag may provide the communication path for data generated by theRSSI module, the servo motor, the pressure sensor, the accelerometer,the gyrator, the LPS receiver, and/or the LPS transmitter. Details ofincluding a gyrator or pressure sensor on an IC is provided in patentapplication entitled GAME DEVICES WITH INTEGRATED GYRATORS AND METHODSFOR USE THEREWITH, having a Ser. No. of 11/731,318, and a filing date ofMar. 29, 2007 and patent application entitled RF INTEGRATED CIRCUITHAVING AN ON-CHIP PRESSURE SENSING CIRCUIT, having a Ser. No. of11/805,585, and a filing date of May 23, 2007. Both patent applicationsare incorporated herein by reference.

The RFID tag may use a different frequency than the gaming objecttransceiver for RF communications or it may use the same, or nearly thesame, frequency. In the latter case, the frequency spectrum may beshared using a TDMA, FDMA, or some other sharing protocol. If the RFIDtag and the gaming object transceiver share the frequency spectrum, theymay share the antenna structures. Note that the antenna structures maybe configurable as discussed in patent application entitled, “INTEGRATEDCIRCUIT ANTENNA STRUCTURE”, having a Ser. No. of 11/648,826, and afiling date of Dec. 29, 2006, patent application entitled, “MULTIPLEBAND ANTENNA STRUCTURE, having a Ser. No. of 11/527,959, and a filingdate of Sep. 27, 2006, and/or patent application entitled, “MULTIPLEFREQUENCY ANTENNA ARRAY FOR USE WITH AN RF TRANSMITTER OR TRANSCEIVER”,having a Ser. No. of 11/529,058, and a filing date of Sep. 28, 2006, allof which are incorporated herein by reference.

FIG. 56 is a schematic block diagram of an embodiment ofthree-dimensional antenna structure 350 that includes at least oneantenna having a radiation pattern along each of the three axes (x, y,z). Note that the 3D antenna structure 350 may include more than threeantennas having radiation patterns at any angle within thethree-dimensional space. Note that the antennas may be configurableantennas as previously discussed to accommodate different frequencybands. FIG. 57 is a diagram of an example of an antenna radiationpattern 352 for one of the antennas of the antenna structure 350 of FIG.56.

FIGS. 58 and 59 are diagrams of an example of frequency dependent motioncalculation where a signal (TX) is received at time tn and anothersignal (TX) is received at time tn+1, where n is any number. As shown inFIG. 58, the signal is received with respect to the xy plane and withrespect to the xz plane by the three antennas of FIG. 56. In thisconfiguration, each antenna will receive the signal with a differentamplitude (and may be a different phase as well) due to its angle withrespect to the source of the signal. From these differing receivedsignals, the angular direction of the source with respect to the 3Dantenna structure can be determined. To determine the distance betweenthe 3D antenna structure and the source, one or more of the distancedetermination techniques discussed herein may be used (e.g., attenuationof the magnitude of the transmitted signal). With the distance and angleknown, the position of the 3D antenna structure, which may be affiliatedwith a player and/or gaming object, can be determined for time tn.

FIG. 59 shows the signal being received at time tn+1, which is at adifferent angle than the signal transmitted at time tn. The differingreceived signals by the antennas are used to determine the angularposition of the source and one or more of the distance determinationtechniques discussed herein may be used to determine the distance to thesource. From the known angular position and the known distances, theposition of the 3D antenna structure may be determined for time tn+1.Comparing the position of the 3D antenna structure at time tn with itsposition at time tn+1 yields its motion.

FIG. 60 is a diagram of a method for determining motion that begins atstep 360 by transmitting an RF signal at time tn. The RF signal may be anarrow pulse, may be a sinusoidal signal, and/or may be an RFtransmission in accordance with a wireless communication protocol. Themethod continues at step 362 with the 3D antenna structure receiving theRF signal. The method continues at step 364 by determining a 3D vectorof the received RF signal. An example of this is shown in FIG. 61.

The method continues at step 366 by transmitting another RF signal attime tn+1. The method continues at step 368 with the 3D antennastructure receiving the RF signal. The method continues at step 370 bydetermining a 3D vector of the received RF signal. An example of this isshown in FIG. 61. The method continues at step 372 by determining themotion of the player and/or gaming object by comparing the two 3Dvectors. This process continues for each successive tn and tn+1combination. Note that the duration between tn and tn+1 may varydepending on one or more of the video game being played, the speed ofmotion, the anticipated speed of motion, the quality of the motionestimation, and/or motion prediction algorithms, etc.

FIG. 62 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system 10 that includes a game console device 12,a player 16, a gaming object 14, and a plurality of directionalmicrophones 280. The gaming system has an associated physical area inwhich the game gaming object and player are located. The physical areamay be a room, portion of a room, and/or any other space where thegaming object 14 and game console device 12 are proximally co-located(e.g., airport terminal, on a bus, on an airplane, etc.). The gameconsole device 12 may be in the physical area or outside of the physicalarea, but electronically connected to the physical area via a WLAN, WAN,telephone, DSL modem, cable modem, etc.

In this system, the plurality of directional microphones 380-382periodically (e.g., in the range of once every 1 millisecond to onceevery 10 seconds) captures audible, near audible, and/or ultrasoundsignals (together, acoustic waves) of the player 16 and/or gaming object14 within the physical area. Note that the directional microphones380-382 may be continually repositioned to determine the player's and/orgaming object's position and/or to track the motion of the gaming objectand/or player.

The captured audible, near audible, and/or ultrasound signals are usedto determine the initial position of the gaming object and/or theplayer. Once the player's and/or gaming object's position is determined,the directional microphones 380-382 may be positioned and/or adjusted tofocus on the player and/or gaming object movement. The captured signalsare then processed using a two-dimension and/or three-dimensionalgorithm to determine the motion of the gaming object and/or theplayer. Note that the player and/or gaming object may include nearaudible and/or ultrasound signal generators thereon facilitating theposition and/or motion tracking processing.

FIG. 63 is a diagram of an example of audio, near audio, and ultrasoundfrequency bands that may be used by the system of FIG. 63. In thisexample, a positioning tone (e.g., a sinusoidal signal) has a frequencyjust above the audible frequency range (e.g., at 25-35 KHz) and/or inthe ultrasound frequency band, which are within the bandwidth of themicrophone. Thus, the microphones may serve a dual purpose: capturingaudio for normal game play, game set up, game authentication, playerauthentication, gaming object authentication, and for positiondetermination and motion tracking. In an embodiment, the gaming objectand/or the player may transmit a near audible signal (e.g., a tone at 25KHz), which is above the audible frequency range, but within thebandwidth of the directional microphones 380-382. The directionalmicrophones may adjust their position to focus in on the source of thetone. The angular positioning and the intersection thereof may be usedto determine the location of the gaming object and/or the player.

FIG. 64 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system 10 that includes a gaming object 14, aplayer 15, a directional microphone 390, and a game console device 12.In this embodiment, the game console device 12 and/or the game object 14include one or more directional microphones (and may includetransmitters) 390 that have their orientation adjusted based on theposition and/or motion of the gaming object to better receive an audiblesignal from the gaming object, player, and/or the game console device.The gaming object 14 may also include a sound energy transmitter. In afirst operation, based upon receipt of a sound energy signal from thegaming object by the directional microphones 390 and subsequentprocessing, a position of the gaming object may be determined. In asecond operation, sound energy from the transmitters 390 is reflected bythe user and/or the gaming object. Based upon the receipt of such soundenergy, a position of the gaming object and/or the user may bedetermined.

FIG. 65 is a schematic block diagram of an overhead view of stillanother embodiment of a position location system in accordance with thepresent invention. The position location system of FIG. 65 includesfirst position location sub-system, second position location sub-system,and processing circuitry that is coupled to the first position locationsub-system and to the second position location sub-system. The positionlocation system illustrated in FIG. 65 is deployed within a gamingenvironment 6502. However, in other embodiments, the position locationsystem of FIG. 65 may be deployed in a physical area that does notsupport gaming. In such case, the position location system of FIG. 65would simply be used to locate objects other than gaming objects withinthe physical area.

With the particular embodiment of FIG. 65, the video gaming system 6500supports video gaming within the video gaming environment 6502 of thephysical area. Consistently with the previous description made herein,the video gaming system 6500 includes a game console 12, a gaming object14, and a gaming object 15. During play, a player 16 holds one or boththe gaming objects 14 and 15 and the position location system performsposition 18 and motion tracking 20 of the objects 14 and/or 15 and/orthe player 16. By performing such position 18 and motion tracking 20,the position location system supports the player 16 interacting with agaming function supported by game console 12.

The position location system of FIG. 65 includes at least two positionlocation sub-systems, at least two of which use differing positionlocation techniques. For example, in the embodiment of FIG. 65, theposition location system includes first position location sub-systemhaving position location sub-system components 6504A, 6504B, and 6504C.Likewise, the position location system includes a second positionlocation sub-system having position location sub-system components6506A, 6506B, and 6506C. As is illustrated in FIG. 65, each of theseposition location sub-system components couples to the game console 12via wired and/or wireless communication links. The game console 12includes processing circuitry that receives position locationinformation from the at least two position location sub-systems andprocesses such information to locate one or more of gaming object 14,gaming object 15, and player 16 within the gaming environment 6502. In anon-gaming embodiment, processing circuitry locates one or more objectswithin the physical area without supporting gaming.

As is shown with the system of FIG. 65, each of the first positionlocation sub-system and the second position location sub-system may eachinclude a plurality of receivers that orient about the gamingenvironment/physical area 6502. Further, with the embodiment of FIG. 65,the first position location sub-system may include at least onetransmitter. The at least one transmitter may be located in conjunctionwith the gaming object 14 or 15 and/or may be co-located with thevarious receivers of the first and second position location sub-systemsthat are located about the gaming area 6502. In such case, positionlocation sub-system components are distributed about the gaming area,e.g., 6504A-6506C and may have substantially co-located receivers andtransmitters.

According to one aspect of the position location system of FIG. 65, thefirst position location sub-system uses a first position locationtechnique while the second position location sub-system uses a secondposition location technique that differs from the first positionlocation technique. The various position location techniques that may beemployed by the first and second position location sub-systems of FIG.65 have been described previously herein with reference to FIGS. 1-64.Generally, these techniques include one or more of acoustic wavedetection, RF signal detection, digital imaging, IR detection, laserdistance measurement, thermal imaging, and/or multiple accessaccelerometer sensing.

When using acoustic wave detection technique with the system of FIG. 65,the object 14 and/or 15 may include at least one acoustic energy source,e.g., ultrasonic transmitter, and the first position location sub-systemmay include a plurality of sound energy receivers that are located aboutthe gaming environment 6502.

With one example of use of RF signal detection, the object 14 or 15includes at least one RF transmitter and one or more of the first andsecond position location sub-systems include a plurality of receivers.With a second example of use of RF signal detection, the object 14 or 15includes at least one RF receiver and the first and/or the secondposition location sub-systems include a plurality of RF transmitters.With another example of use of RF signal detection, the first and/orsecond position location sub-systems include at least one RF transmitterand a plurality of RF receivers.

With a first embodiment of the use of digital imaging, one or moregaming objects 14 and/or 15 include(s) a plurality of digital cameras.This technique, as was previously described herein, uses the digitalcameras of the gaming objects 14 and/or 15 to recognize reference pointsin the gaming environment 6502 and to determine position(s) of theobject(s) 14 and/or 15 s position based upon these reference points.With another embodiment using digital imaging, the first and/or secondposition location sub-systems include a plurality of digital cameras.The first and/or second position location sub-systems identify referencepoints, including object reference points, captured in the digitalimages to locate gaming object 14 and/or 15.

With an embodiment of the system of FIG. 65 using IR detection, theobject may include an IR source and the first and/or second positionlocation sub-systems include a plurality of IR receivers. With stillanother embodiment of using IR detection, the first and/or secondposition location sub-systems include at least one IR source and aplurality of IR receivers. Any of these various techniques may beemployed with the position location sub-systems and illustrated furtherherein with reference to FIGS. 66-73.

Operations of the video gaming system 6500 of FIG. 65 will be describedfurther herein with reference to FIGS. 67-73.

FIG. 66 is a schematic block diagram of an overhead view of yet anotherembodiment of a position location system in accordance with the presentinvention. The FIG. 66, a position location system includes a firstposition location sub-system, a second position location sub-system, andprocessing circuitry that couples to the first position locationsub-system and to the second position location sub-system. The firstposition location sub-system includes a plurality of position locationsub-system components 6604A, 6604B, and 6604C. The second positionlocation sub-system includes a plurality of position location sub-systemcomponents 6606A, 6606B, and 6606C. The position location sub-system(s)components couple to the processing circuitry of game console 12 via awired and/or wireless communication link.

With the embodiment of FIG. 66, the first position location sub-systemis operable to determine first position location information regarding afirst gaming object 14 using a first position location technique. Thesecond position location sub-system is operable to determine secondposition location information regarding a second object 52. The secondposition location sub-system uses a second position location techniquethat differs from the first position location technique. As waspreviously described with reference to FIGS. 1-65, various positionlocation techniques may be employed in accordance with the presentinvention. Generally, the first position location sub-system includescomponents 6604A-6604C that use a position location technique thatdiffers from a second position location technique used by secondposition location sub-system that includes component 6606A-6606C.

The game console 12 includes processing circuitry coupled to both thefirst position location sub-system and to the second location sub-systemvia wired and/or wireless couplings. The processing circuitry of gamingconsole 12 processes the first position location information todetermine a position of the first object 14 within a coordinate system.Further, the processing circuitry processes the second position locationinformation to determine a position of the second object 52 within thecoordinate system. As was previously described herein with reference toFIGS. 1-64, the coordinate system is associated with the physicalenvironment within which the position location system is deployed. Whenthe position location system operates in conjunction with a video gamingsystem, the coordinate system in which objects 14 and 52 are located isrelated to a video gaming function. In such case, the location of gamingobjects 14 and 52 are related to the gaming environment to incorporatethe gaming functions and operations as well as positions of players 16and 50 into the video game function. Thus, with the system of FIG. 66,the first position location sub-system is used to determine position 18and motion track 20 player 16 and/or gaming object 14. Further, thesecond position location sub-system is employed to determine position 54and/or motion tracking 56 of player 50 and/or gaming object 52.

As was previously described herein, the coordinate system used with thesystem of FIG. 66 may include a three-dimensional Cartesian coordinatesystem or a spherical coordinate system. Further as was the case withthe system of FIG. 65, the position location sub-systems of FIG. 66include receivers and/or transmitters deployed about a physical areathat are operable to locate players 16 and 50 and/or gaming objects 14and/or 52 within the physical area. Further operations of the positionlocation system of FIG. 66 will be described further herein withreference to FIGS. 71-73. Generally, the operations described hereinwith reference to FIGS. 67-73 may be employed with one or both of thesystems of FIGS. 65 and 66.

FIG. 67 is a flow chart illustrating operations of a position locationsystem employing multiple position location techniques. With theoperation of FIG. 67, the position location system first evaluates itsphysical environment (Step 670). In evaluating the physical environmentat Step 670, the position location sub-system may perform calibrationoperations. Such calibration operations may be performed according totechniques previously described herein and that will be described hereinwith reference to FIG. 68.

Operation proceeds with capturing first position location informationregarding the object using a first position location sub-system thatuses a first position location technique (Step 672). The system of FIG.65 and/or 66 may be employed with the operations of FIG. 67 to locatethe object using first position location sub-system. Operation proceedsto capturing second position location information regarding the objectby a second position location sub-system using the second positionlocation technique (Step 674). Then, processing circuitry or anotherprocessing device processes the first position location information andthe second position location information to determine a position of theobject within a coordinate system (Step 676). The coordinate system maycorrespond to a gaming environment, a factory, an office, a shoppingmall, or any other physical area within which objects may be located.Then, for the embodiments of a gaming system the positions of the objectwithin the coordinate system is integrated into a video game function(Step 678).

According to various embodiments of Step 676, the first positionlocation information and the second position location information areused in differing manners. For example, the first position locationinformation may be used as primary information to locate the objectwhile the second position location information may be used as secondaryinformation to locate the object. With this operation, the secondposition location information is used as a safe guard or resolutionenhancement to error check or increase resolution the first positionlocation information. Further, the second position location informationmay be used to calibrate the first position location information. Suchcalibration may occur at startup and/or during standard intervals ofoperation of the position location system.

In other embodiments, the second position location information is simplyused to augment the first position location information. An example ofaugmentation use of the second position location information occurs whenthe first position location information is interrupted intermittently orinfrequently. In such case, the second position location informationwould fill-in the missing first position location information. Further,augmentation of the first position location information with the secondposition location information occurs at different points in the gamingoperation when additional resolution, enhanced motion detection, greaterlocation position, or another operation occurs in which a singleposition location technique is insufficient for the current demands.

FIG. 68 is a flow chart illustrating usage of multiple position locationtechniques for locating an object. As shown in FIG. 68, operation beginswith evaluating the physical environment (Step 680). The first positionlocation sub-system captures the first position location informationregarding the object using a first position location technique (Step682). Then, the second position location sub-system captures the secondposition location information regarding the object using the secondposition location technique (Step 684). The processing circuitry thencalibrates the first position location system using the second positionlocation information to produce calibration settings (Step 686). FromStep 686, operation ends. Note that the operations of FIG. 68 may beemployed at startup, periodically, or when a lack of acceptablecalibration is detected by the position locations system.

FIG. 69 is a flow chart illustrating usage of multiple position locationtechniques for determining position and motion of an object. Theoperations of FIG. 69 commence with position location systems evaluatingthe physical environment within which the position location systemoperates (Step 690). The first position location sub-system thencaptures the first position location information regarding the objectusing the first position location technique (Step 692). Operationproceeds to capturing second position location information regarding theobject by the second position location sub-system using a secondposition location technique (Step 694). After the first and secondposition location is captured, the processing circuitry determines theposition of the object using the first position location information(Step 696). Then, the processing circuitry determines a motion of theobject using the second position location information (Step 698).

One particular alternate embodiment of the operations of FIG. 69includes using one position location technique that is very good atdetermining the position of the object but not as good at determiningmotion. One example of such operation is using an acoustic wavedetection technique to locate at an object within a gaming environmentbut to use multiple access accelerometer sensing to determine motion ofthe object. Likewise, an RF signal detection technique could be used tolocate the object while using the multiple access accelerometer todetect motion of the object. In such case, a very high quality captureof both position and motion would result.

FIG. 70 is a flow chart illustrating operation for using multipleposition location techniques to determine position and orientation of anobject. The operations of FIG. 70 commence with the position locationsystem evaluating the physical environment (Step 700). Then, the firstposition location sub-system captures first position locationinformation regarding the object using the first position locationtechnique (Step 702). The second position location sub-system thencaptures second position location information regarding the object usinga second position location technique (Step 704). The processingcircuitry then determines the position of a first reference point of theobject using the first position location information (Step 706).

The processing circuitry next determines the position of a secondreference point of the object using the second position locationinformation (Step 708). Then, the processing circuitry determines aposition of the object using the first and/or second position locationinformation (Step 706). Finally, the position location system determinesan orientation of the object using the first and/or second positionlocation information (Step 708).

As was previously shown with reference to FIG. 4, the gaming object 14may include multiple reference points and the player 16 may wear aplurality of sensing tags 44. Using the position location systemillustrated in FIG. 65 and/or 66, the various reference points, e.g.,sensing tags 44 worn by player 16 and/or multiple reference points ofgaming object 14 may be separately tracked using two different positionlocation techniques. In such case, one reference point, e.g., a sensingtag 44 located on an arm or head of the player 16 may be used to locatethe player while information captured regarding differing sensing tags44 of the player 16 may be used to determine an orientation of theplayer within the gaming environment. Likewise, when the gaming object14 includes multiple reference points, e.g., multiple sensing tags 44,the first position location technique may be used to determine aposition of one of the sensing tags 44 and the second position locationtechnique may be used to determine location of a second sensing tag onthe gaming object 14. In combination, using the two position locationtechniques, both the position and orientation of gaming object 14 may bedetermined.

FIG. 71 is a flow chart illustrating operation for using multipleposition location techniques to determine positions of multiple objects.The operation of FIG. 71 commences with the position location systemevaluating a physical environment in which the position location systemis deployed (Step 710). Operation continues with the first positionlocation sub-system capturing first position location informationregarding a first object using a first position location technique (Step712). Operation continues with the second position location sub-systemcapturing second position location information regarding a second objectusing a second position location technique (Step 714). The processingcircuitry of the position location system then processes the firstposition location information to determine a position of the firstobject within a coordinate system (Step 716). The coordinate systemwould have been established at Step 710 and may be included with a videogame function as has been previously described in great detail withreference to the present invention.

Operation continues with the processing circuitry processing the secondposition location information to determine a position of a second objectwithin the coordinate system (Step 718). A system in which multiplegaming object positions are tracked was previously described herein withreference to FIG. 66. Operation continues in FIG. 71 with the processingcircuitry integrating the positions of the first and second objectswithin the coordinate system into a video game function (Step 719). Thevideo game function operations will be employed when the positionlocation sub-system operates in conjunction with the video gamefunction. When the position location system is not used in conjunctionwith the video game function, Step 719 would not occur.

FIG. 72 is a flow chart illustrating operation for using multipleposition location techniques to determine position and motion ofmultiple objects. The operation of FIG. 72 commence with the positionlocation system evaluating the physical environment (Step 720). Inevaluating the physical environment at Step 720, the position locationsystem may establish coordinate system within a physical environment.Then, operation continues with the first position location sub-systemcapturing first position location information regarding a first objectusing a first position location technique (Step 722). Operationcontinues with the second position location sub-system capturing secondposition location information regarding a second object using a secondposition location technique (Step 723). Then, the processing circuitryor gaming console processes the first position location information todetermine a position of the first object within a coordinate system(Step 724).

Operation continues with the position location system processing secondposition location information to determine a position of the secondobject within the coordinate system (Step 725). The processing circuitrythen determines motion of the first object using the first positionlocation information (Step 726). Finally, the processing circuitrydetermines a motion of the second object using the second positionlocation information (Step 727). With the operations of FIG. 72, thefirst position location sub-system operates solely upon the first objectwhile the second position location sub-system operates solely upon thesecond object. In such case, the first position location sub-system maylocate multiple reference points on the object (or the player) forsubsequent processing. Further, the second position location sub-systemmay locate multiple reference points on the second object (or player)for subsequent processing.

FIG. 73 is a flow chart illustrating operation for using multipleposition location techniques to determine position and motion ofmultiple objects. Referring now to FIG. 73, the position locationsub-system evaluates the physical environment within which the positionlocation sub-system is deployed (Step 730). The first position locationsub-system then captures first position location information regardingthe first object using a first position location technique (Step 732).The second position location sub-system then captures the secondposition location information regarding a second object using secondposition location technique (Step 733). The processing circuitry of theposition location sub-system then processes the first position locationinformation to determine a position of the first object within thecoordinate system (Step 734). The processing circuitry next processesthe second position location information to determine a position of thesecond object within the coordinate system (Step 735).

Operation continues with the processing circuitry determining a motionof the second object using the first position location information (Step736). Finally, operation concludes with the processing circuitrydetermining a motion of the first object using the second positionlocation information (Step 737). In contrast to the operations of FIG.72, the operations of FIG. 73 use a cross position location technique oncommon objects. In such case, a first position location technique isused to locate an object while a second position location technique isused to detect motion of the object. In such case, even though only twoposition location sub-systems are included with the position locationsystem, cross technique benefits are provided for multiple gamingobjects tracking purposes.

As may be used herein, the terms “substantially” and “approximately”provides an industry-accepted tolerance for its corresponding termand/or relativity between items. Such an industry-accepted toleranceranges from less than one percent to fifty percent and corresponds to,but is not limited to, component values, integrated circuit processvariations, temperature variations, rise and fall times, and/or thermalnoise. Such relativity between items ranges from a difference of a fewpercent to magnitude differences. As may also be used herein, theterm(s) “coupled to” and/or “coupling” and/or includes direct couplingbetween items and/or indirect coupling between items via an interveningitem (e.g., an item includes, but is not limited to, a component, anelement, a circuit, and/or a module) where, for indirect coupling, theintervening item does not modify the information of a signal but mayadjust its current level, voltage level, and/or power level. As mayfurther be used herein, inferred coupling (i.e., where one element iscoupled to another element by inference) includes direct and indirectcoupling between two items in the same manner as “coupled to.” As mayeven further be used herein, the term “operable to” indicates that anitem includes one or more of power connections, input(s), output(s),etc., to perform one or more its corresponding functions and may furtherinclude inferred coupling to one or more other items. As may stillfurther be used herein, the term “associated with,” includes directand/or indirect coupling of separate items and/or one item beingembedded within another item. As may be used herein, the term “comparesfavorably,” indicates that a comparison between two or more items,signals, etc., provides a desired relationship. For example, when thedesired relationship is that signal 1 has a greater magnitude thansignal 2, a favorable comparison may be achieved when the magnitude ofsignal 1 is greater than that of signal 2 or when the magnitude ofsignal 2 is less than that of signal 1.

The present invention has also been described above with the aid ofmethod steps illustrating the performance of specified functions andrelationships thereof. The boundaries and sequence of these functionalbuilding blocks and method steps have been arbitrarily defined hereinfor convenience of description. Alternate boundaries and sequences canbe defined so long as the specified functions and relationships areappropriately performed. Any such alternate boundaries or sequences arethus within the scope and spirit of the claimed invention.

The present invention has been described above with the aid offunctional building blocks illustrating the performance of certainsignificant functions. The boundaries of these functional buildingblocks have been arbitrarily defined for convenience of description.Alternate boundaries could be defined as long as the certain significantfunctions are appropriately performed. Similarly, flow diagram blocksmay also have been arbitrarily defined herein to illustrate certainsignificant functionality. To the extent used, the flow diagram blockboundaries and sequence could have been defined otherwise and stillperform the certain significant functionality. Such alternatedefinitions of both functional building blocks and flow diagram blocksand sequences are thus within the scope and spirit of the claimedinvention. One of average skill in the art will also recognize that thefunctional building blocks, and other illustrative blocks, modules andcomponents herein, can be implemented as illustrated or by discretecomponents, application specific integrated circuits, processorsexecuting appropriate software and the like or any combination thereof.

1. A video gaming system comprising: a first position locationsub-system operable to determine first position location informationregarding a first gaming object using a first position locationtechnique; a second position location sub-system operable to determinesecond position location information regarding a second gaming object,the second position location sub-system using a second position locationtechnique that differs from the first position location technique; and agaming console coupled to the first position location sub-system and tothe second position location sub-system and operable to: process thefirst position location information to determine a position of the firstgaming object within a coordinate system of a gaming environment;process the second position location information to determine a positionof the second gaming object within the coordinate system of the gamingenvironment; and integrate the positions of the first and second gamingobjects within the coordinate system of the gaming environment into avideo game function.
 2. The video gaming system of claim 1, wherein thecoordinate system of the gaming environment comprises at least one of: athree-dimensional Cartesian coordinate system; and a sphericalcoordinate system.
 3. The video gaming system of claim 1, wherein thegaming console is further operable to: process the first positionlocation information to determine motion of the first object within thecoordinate system; and process the second position location informationto determine motion of the second object within the coordinate system.4. The video gaming system of claim 1, wherein: the first positionlocation sub-system includes a plurality of receivers for orientationabout a physical area; and the second position location sub-systemincludes a plurality of receivers for orientation about the physicalarea.
 5. The video gaming system of claim 4, wherein the first positionlocation sub-system includes at least one transmitter.
 6. The videogaming system of claim 5, wherein the at least one transmitter and atleast one receiver of the plurality of receivers of the first positionlocation sub-system are substantially co-located.
 7. The video gamingsystem of claim 1, wherein the gaming console is further operable to:process the first position location information to determine a positionof at least one first reference point on the first gaming object withinthe coordinate system; and process the second position locationinformation to determine a position of at least one second referencepoint on the first gaming object within the coordinate system.
 8. Thevideo gaming system of claim 7, wherein the gaming console is operableto determine a position and orientation of the first gaming objectwithin the coordinate system based upon the first position locationinformation and the second position location information.
 9. The videogaming system of claim 1, wherein the gaming console is further operableto: process the first position location information to determine theposition of the first object within the coordinate system; and processthe second position location information to determine motion of thefirst object within the coordinate system.
 10. The video gaming systemof claim 1, wherein the first position location technique and the secondposition location technique are selected from the group consisting of:acoustic wave detection, wherein the object includes at least one soundenergy source and the first position location sub-system includes aplurality of sound energy receivers; Radio Frequency (RF) signaldetection, wherein the object includes at least one RF transmitter andthe first position location sub-system includes a plurality of RFreceivers; RF signal detection, wherein the object includes at least oneRF receiver and the first position location sub-system includes aplurality of RF transmitters; RF signal detection, wherein the firstposition location sub-system includes at least one RF transmitter and aplurality of RF receivers; digital imaging, wherein the object includesa plurality of digital cameras; digital imaging, wherein the firstposition location sub-system includes a plurality of digital cameras;Infrared (IR) detection wherein the object includes an IR source and thefirst position location sub-system includes a plurality of IR receivers;IR detection, wherein the first position location sub-system includes atleast one IR source and a plurality of IR receivers; laser distancemeasurement; thermal imaging; and multiple axis accelerometer sensing.11. A method for locating a first gaming object and a second gamingobject within a physical area of a gaming environment, the methodcomprising: capturing position location information regarding a firstgaming object using a first position location system that uses firstposition location technique; capturing position location informationregarding a second gaming object using a second position locationsub-system that uses a second position location technique that differsfrom the first position location technique; processing the firstposition location information by a gaming module to determine a positionof the first gaming object within a coordinate system of the gamingenvironment; processing the second position location information by thegaming module to determine a position of the second gaming object withinthe coordinate system of the gaming environment; and integrating, by thegaming module, the positions of the first and second gaming objectswithin the coordinate system of the gaming environment into a video gamefunction.
 12. The method of claim 11, wherein the coordinate system ofthe gaming environment comprises at least one of: a three-dimensionalCartesian coordinate system; and a spherical coordinate system.
 13. Themethod of claim 11, wherein further comprising: processing, by thegaming module, the first position location information to determinemotion of the first object within the coordinate system; and processing,by the gaming module, the second position location information todetermine motion of the second object within the coordinate system. 14.The method of claim 11, further comprising: processing, by the gamingmodule, the first position location information to determine a locationof at least one first reference point on the first gaming object; andprocessing, by the gaming module, the second position locationinformation to determine a location of at least one second referencepoint on the first gaming object.
 15. The method of claim 14, furthercomprising, by the gaming console, determining a position andorientation of the first gaming object based upon the first positionlocation information and the second position location information. 16.The method of claim 11, further comprising, by the gaming module:processing the first position location information to determine theposition of the first object within the coordinate system; andprocessing the second position location information to determine motionof the first object within the coordinate system.
 17. The method ofclaim 11, wherein the first position location technique and the secondposition location technique are selected from the group consisting of:acoustic wave detection, wherein the object includes at least one soundenergy source and the first position location sub-system includes aplurality of sound energy receivers; Radio Frequency (RF) signaldetection, wherein the object includes at least one RF transmitter andthe first position location sub-system includes a plurality of RFreceivers; RF signal detection, wherein the object includes at least oneRF receiver and the first position location sub-system includes aplurality of RF transmitters; RF signal detection, wherein the firstposition location sub-system includes at least one RF transmitter and aplurality of RF receivers; digital imaging, wherein the object includesa plurality of digital cameras; digital imaging, wherein the firstposition location sub-system includes a plurality of digital cameras;Infrared (IR) detection wherein the object includes an IR source and thefirst position location sub-system includes a plurality of IR receivers;IR detection, wherein the first position location sub-system includes atleast one IR source and a plurality of IR receivers; laser distancemeasurement; thermal imaging; and multiple axis accelerometer sensing.18. A position location system comprising: a first position locationsub-system operable to determine first position location informationregarding a first object using a first position location technique; asecond position location sub-system operable to determine secondposition location information regarding a second object, the secondposition location sub-system using a second position location techniquethat differs from the first position location technique; and processingcircuitry coupled to the first position location sub-system and to thesecond position location sub-system and operable to: process the firstposition location information to determine a position of the firstobject within a coordinate system; and process the second positionlocation information to determine a position of the second object withinthe coordinate system.
 19. The position location system of claim 18,wherein the coordinate system of the gaming environment comprises atleast one of: a three-dimensional Cartesian coordinate system; and aspherical coordinate system.
 20. The position location system of claim18, wherein the processing circuitry is further operable to: process thefirst position location information to determine motion of the firstobject within the coordinate system; and process the second positionlocation information to determine motion of the second object within thecoordinate system.
 21. The position location system of claim 18,wherein: the first position location sub-system includes a plurality ofreceivers for orientation about a physical area; and the second positionlocation sub-system includes a plurality of receivers for orientationabout the physical area.
 22. The position location system of claim 21,wherein the first position location sub-system includes a plurality oftransmitters for orientation about the physical area.
 23. The positionlocation system of claim 22, wherein the plurality of transmitters andthe plurality of receivers of the first position location sub-system aresubstantially co-located.
 24. The position location system of claim 18,wherein the processing circuitry is further operable to: process thefirst position location information to determine the position of thefirst object within the coordinate system; and process the secondposition location information to determine motion of the first objectwithin the coordinate system.
 25. The position location system of claim18, wherein the first position location technique and the secondposition location technique are selected from the group consisting of:acoustic wave detection, wherein the object includes at least one soundenergy source and the first position location sub-system includes aplurality of sound energy receivers; Radio Frequency (RF) signaldetection, wherein the object includes at least one RF transmitter andthe first position location sub-system includes a plurality of RFreceivers; RF signal detection, wherein the object includes at least oneRF receiver and the first position location sub-system includes aplurality of RF transmitters; RF signal detection, wherein the firstposition location sub-system includes at least one RF transmitter and aplurality of RF receivers; digital imaging, wherein the object includesa plurality of digital cameras; digital imaging, wherein the firstposition location sub-system includes a plurality of digital cameras;Infrared (IR) detection wherein the object includes an IR source and thefirst position location sub-system includes a plurality of IR receivers;IR detection, wherein the first position location sub-system includes atleast one IR source and a plurality of IR receivers; laser distancemeasurement; thermal imaging; and multiple axis accelerometer sensing.